Sure, here’s a boring python example (please excuse the incorrect indentation – for some reason indentation worked in the second block of markup code but not the first):
import unreal
def SetLessZombieFace(levelSequence, faceRig, frameNumber):
unreal.ControlRigSequencerLibrary.set_local_control_rig_float(levelSequence, faceRig, "CTRL_L_eye_eyelidU", frameNumber, -0.4)
unreal.ControlRigSequencerLibrary.set_local_control_rig_float(levelSequence, faceRig, "CTRL_R_eye_eyelidU", frameNumber, -0.4)
unreal.ControlRigSequencerLibrary.set_local_control_rig_float(levelSequence, faceRig, "CTRL_L_eye_faceScrunch", frameNumber, 0.4)
unreal.ControlRigSequencerLibrary.set_local_control_rig_float(levelSequence, faceRig, "CTRL_R_eye_faceScrunch", frameNumber, 0.4)
return
where the calling code might look like this:
levelSequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
# Get face rigs
faceRigs = []
rigProxies = unreal.ControlRigSequencerLibrary.get_control_rigs(levelSequence)
for rigProxy in rigProxies:
rig = rigProxy.control_rig
if rig.get_name() == 'Face_ControlBoard_CtrlRig':
print("Face found")
faceRigs.append(rig)
frameNumber = unreal.FrameNumber(0)
SetLessZombieFace(levelSequence, faceRigs[0], frameNumber)