Hi
I’m trying to create a 3D facial rig in Unreal Engine 5 where the eyes and mouth are animated using bones and mesh deformation.
The facial features are not 2D sprites or texture swaps. They are fully 3D and driven by skeletal animation. The bones deform the surrounding facial geometry to create expressions, mouth shapes, eyelid movement, etc.
My problem is that the facial texture deforms together with the mesh. When the mouth corners are pulled, the surrounding texture stretches and bends with the vertices.
the texture should be.
But when I open the mouth
and Eyes
What I’m trying to achieve is:
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Bone-driven facial animation.
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Real-time mesh deformation.
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Eyes and mouth remain fully 3D.
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Facial topology can deform normally.
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The main face texture should remain visually stable and not stretch with the deformation. -
Facial expressions should come from mesh deformation, not from changing textures. -
No pre-made holes for eyes or mouth.
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No sprite-based or 2D facial system.
In other words, I want the geometry to deform, but I want the face texture to behave more like a projection that stays fixed to the original face layout instead of following the deformed UVs.


