Creating Pose Assets

Hello! I am using Unreal 5.0 nd I am following the Facial Animation Sharing documentation here:

I am at the part where I create child blueprints so my other skeletal meshes follow the ROM.
I have a question where it comes to creating pose assets for the other skeletal meshes. When I create a pose asset from animation, it defaults to the mesh on my Master Skeleton. How do I make sure the new pose asset works with my other skeletal meshes?

If I understand the question correctly: In the preview window, where it shows skeleton / mesh / animation assets at the top, you can click the mesh and choose another mesh that works with the same skeleton, to preview the asset with that other mesh.

1 Like

So far I have:

1 ROM Animation Sequence for the poses min/max values
1 Master Skeleton
3 Skeletal Meshes (all using the same master skeleton, same morph targets, etc.)

From what I understood from the documentation, you need unique pose assets per skeletal mesh for sharing facial animation curves via parent/child animation blueprints.

Also, when I do swap the skeletal meshes in my pose asset and child animation blueprint, when I drag my anim blueprint into the player, I have to manually set the skeletal mesh for the third time.

I’m not sure how the pose assets are unique when all I do is swap the skeletal mesh per each one? Is that correct?

Alright, you’re moving past where I’ve used these systems, but the way I understand is, is that the pose assets define specific animation targets you’ll want (“say ‘aah’” versus “frown”) and then you use one pose asset per face to drive each face’s morph targets to the appropriate configuration.
Then, your main animation says “say aah” and the pose asset maps what that means, to what the face should be doing.
So, because of that, you need one pose asset per face mesh. Thus, that pose asset is created specifically for the particular face – you don’t re-use it.
What you DO re-use is the animation that says “drive the face to frown.”

Does that make sense?

1 Like

That makes sense.

I guess where I am getting a bit confused is that I am creating the pose assets from the animation ROM. By default it displays the mesh on the master skeleton (which makes sense). I guess it really is just creating 3 pose assets from the single animation and just switching the mesh on each pose asset to make sure they are pointing to different skeletal meshes. Maybe I am just overthinking this?

Bump. I am still confused/unsure how to create unique pose assets per skeletal mesh with one animation ROM.

I’m hoping someone else can chime in here!