sameek4
(sameek4)
August 10, 2016, 6:40am
62
I am currently learning UE4 and starting creating something similiar using ManuelLab assets. Check it out :
https://youtube.com/watch?v=VZBj9Y76qyo
I am not really satisfied with the base model and currently resculpting the whole thing. Also, I am still not sure if I should just stick to the facial morphs that came with ManuelLab for animtaing expressions and speech or switch to a joint based rig. Do you guys know if there is a possibility to change a bones position without deforming the mesh? For example: I use a morph target to change the position of the eyes. Now I want to characters eyes to follow the cusor or focus on something. If the bone positions would remain the same the characters eyes would pop out of the head.
Or would it be wiser to apply changes to the eyes position via bone transformations?
It is possible , however , you need to apply the bone transformation via Anim Blueprint. It is a very laborious task and involves lots of trials and errors I guess.