Combining livelink recorded face animation and body animation disconnects head from body

I had this same issue with using a body animation and an Omniverse Audio2Face animation for the face, I ended up fixing it by going into Sequencer and right clicking on the Face skeletal mesh the face animation was running on then selecting Bake Animation Sequence;
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And then in the Animation Sequence Options popup after selecting where to save the animation, making sure “Evaluate All Skeletal Mesh Components” option was checked;
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The newly created animation sequence for the face then contained all the body movement baked into it, and I was able to replace the previous floating head animation sequence with the newly baked animation sequence into Sequencer, and it worked fine after that. This is potentially helpful if you don’t want to use any blueprints for this, which was the case with wanting to just use Sequencer

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