Question1:
Hi guys, my purpose is to export metahuman to external 3D software like houdini to use metahuman’s facial animation feature. It is hard to do that with a custom-hand-made model.
What I have tried:
So currently if we use the Quixel Bridge plugin in UE, we can export it into UE, and then export form UE to houdini. In this case I can see the character’s skin and skeleton. I can animate its skeleton but not its facial skeleton. It has nearly thousands of skeletons and it looks like the actual metahuman face is driven by morphs so I don’t have any method to use the character’s facial animation
How can I access the facial animation potential in houdini just like that of the control rig (control board or simple face control rig) in Unreal?