Hello all. This is my first post to the forum. I have come here for help many times but this has me stuck.
So I have a fbx model with facial bones, but no morph targets. I tried using livelink, but could only move the head. I only have a short clip O. Trying to create for now and need to “kinda” have the mouth move during duologue.
I have several animations with it for mouth positions, " a" " m" etc, but wasn’t sure running them through the sequencer would be my best option.
You need to create a pose asset, which is derived from a baked animation you create in Maya, where for each frame you set a face pose ( mouth open, look up, and so on ).
I think that if you name each of the poses with the corresponding pose name ( using ARKit as reference for the names ) you should be able to trigger the facial rig accordingly, but using joints instead of morphs.
Okay, I will try creating pose assets with names that corresponds with the ARKit. I will then drive that in the animation blueprint? What node would I use?
Thanks for the help!