People, I really need this to work on a system to improve facial expression visualization, adding wrinkles to the characters when they smile or when raise eyebrows!
hi , here you are just playing an animation without any relation with morph
why don’t you use a timeline by setting your morph target to animate your object
I’m animating both bones and morph targets on the timeline in 3D’s Max, that’s how I need to import all completed character meshes and their animations. The morph target is being correctly animated in game, but the problem is that the blend value is not changing using the blueprint in the video.
There only appears to be a Set Morph Target weight in Blueprint - you should be able to get the weight from c++ . Looks like it needs a mention on Answerhub
Actually is just a matter of getting animation data from 3ds/Maya/whatever to UE4 and its fairly simple, just think outside the box
Regarding the wrinkles I did a proof of concept and right now I’m developing a dual system for facial animation, one will be blend shape based, the other one will be joint based.
In the proof of concept I’m not using blendshapes, its all bone driven.
The joint based one will be swappable between characters
Tech demo is on the way, but lack of time is a problem.
Anyway I guess that by the end of novemeber/december I’ll probably release some videos and I’ll be available for work, since the system that I’m developing is quite efficient.
So that no one else find their way to this post and gets stuck trying to figure out how to implement that code for half a day (seriously you need to include the .h and .ccp to make sense of getting that to work for non-programmers) I have found that there are two nodes for the morph targets.
First is Get Morph Target which only gives you the base pose value, but the second one is Get Curve Value that gives you the morph target value during play. You won’t see it if you drag of the mesh because you need to get the Anim Instance for the mesh, There is a screenshot below showing both methods (the one connected gives you runtime values for the morph target).