Thanks for that info. Is there any way to get access to the elements you mention in Maya? I’ve exported a metahuman character to Maya via Bridge, but the file doesn’t seem to have the 52 animation frames keyed in as part of the file. I’ve also looked at the Maya Pose Editor, and there are some “Pose Interpolators” listed, but clicking on them doesn’t seem to do anything (Probably the Maya Pose Editor is something entirely separate from the Unreal Pose Asset, I know it’s used for correcting joint deformation in Maya).
Regarding the following:
“The name you see there is not a blendshape, but rather a pose which is achieved by simply using joints”.
What is actually connecting the facial control rig in Maya to the poses that you mention? Changing the rig controls obviously makes the face move, but I feel a bit in the dark about how this works. I wondered whether it’s got something to do with the Dna File Path, as breaking this seems to break the face rig. I also found a node called “CTRL_Expressions” with “Extra Attributes” that were linked to the facial control rig, and playing with them changed the expressions, but I couldn’t work out how these “Extra Attributes” were connected to the bones in the face.
My guess is that the dna file is doing a lot of this work, and that it’s probably got something to do with making sure all the bones in the face the correct length when Metahuman creator is saving out a given character.