How to Animation Seperated between Body and Head (Livelink)

Greeting everyone, I’m kind of new here on UE5

Lately I’ve a project about character, I need to animated my character seperated between body and face, because in face I already use with Livelink.

and also the body was using motion capture data and retargeted already.

the problem I found is the 2 animated data are play fighting eachother the face and the body are playing at the same weight

the face was lipsyncing based on my real time face capture.
and the body was animation from other bone that’s I’ve retarget.

My Character aren’t metahuman that’s very hard to me to find the solution to solve this problem.

the body part ( not include the armor ) it’s one mesh it doesn’t seperate between head and body like metahuman.

here’s my information and node for let you guy see.



this is the retargeted animation from motioncap.

THanks in Advance for helping

Hey man,

I’ve been doing something similar — sometimes it works, sometimes it doesn’t.
But here’s what I usually do, maybe it helps:

  • Save the animation that comes from the default slot as your base.
  • Create a new slot (I called mine UpperSlot).
  • In the Layered Blend per Bone, go to Layer Setup > Branch Filters, and add a filter using the name of the bone where the blend should start. Make sure the name exactly matches your skeleton — in my case, neck_01 or sometimes just head.

Then, in the Sequencer:

  • Add your base animation as usual.
  • Add a second animation track with your head animation.
  • In the properties of this second animation, change the Slot Name to the new slot you created (e.g., UpperSlot).
  • And that’s it!

To get a smooth blend, I usually play the same animation on both tracks, and when the character needs to talk, I blend in the facial/head animation.

Not saying this is the perfect solution — but it’s what’s been working for me so far.

Thank You a lot
I would give it a try, and I’ll let you know soon, if there’s any clue I could tell.