The new webcam face tracking and audio to face for Metahumans is great, but if you want it to work with your already set up custom characters with the standard ARKit 52 Shapes it won’t work out of the box. If you are using Morph Targets or Pose Assets with the 52 Shapes naming scheme you can just rename them to this new list and it should start working! Have fun and please show your results if this helps!
Here is the List of Names:
ARKit 52 Naming
Unreal MetaHuman Counterparts
Neutral
Default
EyeBlinkLeft
ctrl_expressions_eyeblinkl
EyeLookDownLeft
ctrl_expressions_eyelookdownl
EyeLookInLeft
ctrl_expressions_eyelookrightl
EyeLookOutLeft
ctrl_expressions_eyelookleftl
EyeLookUpLeft
ctrl_expressions_eyelookupl
EyeSquintLeft
ctrl_expressions_eyesquintinnerl
EyeWideLeft
ctrl_expressions_eyewidenl
EyeBlinkRight
ctrl_expressions_eyeblinkr
EyeLookDownRight
ctrl_expressions_eyelookdownr
EyeLookInRight
ctrl_expressions_eyelookleftr
EyeLookOutRight
ctrl_expressions_eyelookrightr
EyeLookUpRight
ctrl_expressions_eyelookupr
EyeSquintRight
ctrl_expressions_eyesquintinnerr
EyeWideRight
ctrl_expressions_eyewidenr
JawForward
ctrl_expressions_jawfwd
JawLeft
ctrl_expressions_jawleft
JawRight
ctrl_expressions_jawright
JawOpen
ctrl_expressions_jawOpen
MouthClose
ctrl_expressions_mouthlipspurseul
MouthFunnel
ctrl_expressions_mouthfunnelul
MouthPucker
ctrl_expressions_mouthlipspurseur
MouthLeft
ctrl_expressions_mouthleft
MouthRight
ctrl_expressions_mouthright
MouthSmileLeft
ctrl_expressions_mouthcornerpulll
MouthSmileRight
ctrl_expressions_mouthcornerpullr
MouthFrownLeft
ctrl_expressions_mouthcornerdepressl
MouthFrownRight
ctrl_expressions_mouthcornerdepressr
MouthDimpleLeft
ctrl_expressions_mouthdimplel
MouthDimpleRight
ctrl_expressions_mouthdimpler
MouthStretchLeft
ctrl_expressions_mouthstretchl
MouthStretchRight
ctrl_expressions_mouthstretchr
MouthRollLower
ctrl_expressions_mouthlowerliprollinl
MouthRollUpper
ctrl_expressions_mouthupperliprollinl
MouthShrugLower
ctrl_expressions_jawchinraisedl
MouthShrugUpper
ctrl_expressions_jawchinraiseul
MouthPressLeft
ctrl_expressions_mouthpressdl
MouthPressRight
ctrl_expressions_mouthpressdr
MouthLowerDownLeft
ctrl_expressions_mouthlowerlipdepressl
MouthLowerDownRight
ctrl_expressions_mouthlowerlipdepressr
MouthUpperUpLeft
ctrl_expressions_mouthupperlipraisel
MouthUpperUpRight
ctrl_expressions_mouthupperlipraiser
BrowDownLeft
ctrl_expressions_browdownl
BrowDownRight
ctrl_expressions_browdownr
BrowInnerUp
ctrl_expressions_browlaterall
BrowOuterUpLeft
ctrl_expressions_browraiseouterl
BrowOuterUpRight
ctrl_expressions_browraiseouterr
CheekPuff
ctrl_expressions_mouthcheekblowl
CheekSquintLeft
ctrl_expressions_eyecheekraisel
CheekSquintRight
ctrl_expressions_eyecheekraiser
NoseSneerLeft
ctrl_expressions_nosewrinklel
NoseSneerRight
ctrl_expressions_nosewrinkler
TongueOut
ctrl_expressions_tongueout
Edits Made… Fixed Typos and mixed Order of Left Eye
Thank you to @CSKISS for pointing them out!
Thank you very much for sharing this list!
I was struggling with the mouth parts on my own, wondering if anyone else was looking for these —then I found your post. It was a huge time saver! Thanks again for putting this together.
I’ve also created a tutorial on this topic, which will be released in a few hours. I’ll share the link here once it’s available.
In the video description, you’ll find a TXT file that people can download (it contains the corrected, complete list for simple copy-paste).
Below, I’m also sharing the full corrected list without comments for convenience.
Issues I Found (Mostly Typos)
I’m listing the corrections here in case you or anyone else is interested:
Thanks for the corrections! This was made later in the day and I was exhausted, I came back to it recently and notice some weird stuff with eye movements. So thank you for catching some mistakes. Made the edits and gave you credit! Looking forward to seeing the tutorial!
I wanted to automate this process, but as I mentioned in the video, it’s all quite time consuming.
What I think would be the easiest solution is some sort of Python script that automatically renames the selected animation asset curves to match the ARKit names. I tried working on this, but I kept running into brick walls, so eventually I gave up on it.
Anyway, here is the full tutorial, in case you or anyone else is interested, It covers the workflow between Unreal and Blender as well.(and also shows how to get head movement working if anyone wants to set that up.)