Metahuman 5.6 Losing Body Animation While Livelink is Running

So I’m working with the new Metahumans (5.6) and I’m using livelink audio to drive the facial animations. It’s working great, but once the “use live link” checkbox is enabled on Metahuman, I lose the animation that is tied to my Metahumans body. I’ve tried using it with both an animation blueprint and asset, and neither one stays once that checkbox is clicked. If I unclick the box the body animation immediately returns to my Metahuman.

Anyone know what I missing or how to remedy this? I’ve searched YouTube, Google, this forum and I haven’t come up with a solution.

Thanks!

4 Likes

I bump in the same problem. Please let me know if you find a solution or workaround. cheers!

I find that if you clik the box “use livelink” or “use arkit”,ue5.6 will set the ABP to ABP_MH_Livelink,But i don’t know how to solve this question

You can change the Construct Script to make the livelink face only works on the face.Change the body node to face may be work.

1 Like

I’ve got the same problem. I’m trying to recreate Rokoko Plugin Setup (same as in this video: https://www.youtube.com/watch?v=73utiiXma5A&t=2s).
When I setup Retarget asset, the facial animation is gone. When I disable Retarget asset, facial animation works, but the body is not moving.
Do you have any working setup how to transfer full body and face data with Livelink to Metahuman? If yes, please describe it as simple as possible. :slight_smile:

1 Like

I still haven’t found a fix. Has anyone else?

Ok, I finally solved it!

Under the animation blueprint for the head, go the Animgraph tab and make sure under the Livelink Pose box that your Live Link subject name is pointing to the correct input.

This way you can bypass clicking the Use Live Link checkbox on your Metahuman which disables the body animation during runtime.

Now it works in play mode! If your Livelink source changes in the future just make to sure to update here to keep it working.

If you are looking for the face animation blueprint you can find it under your Metahuman blueprint.

Hope this helps save somebody time going forward.

2 Likes

Thank you very much @theharwell !!!
Finally it works! I just needed to add one node in Anim Blueprint which is attached to Face mesh, and disabled Livelink as you suggested.
You’re my hero, thank you!

I’m struggling with the same problem and would really appreciate it if you could tell me in detail how you solved it.

I solved it myself!

Can you provide a detailed solution? I am still struggling with this. Thanks.

1 Like

This was HORRIBLE. I spent weeks on this. My issue was that I had recorded live link face arkit data and needed to sync it with my body mocap.

How to put recorded arkit onto metahuman as well as retargeting body mocap.

SOLUTION:

Duplicated the MH live link blueprint. Made sure all head rotation stuff was off. Set the live link source to my imported .csv

Made sure head rotation was also off in the post process BP. I did this in both by changing all the default variables about head rotation to off, and just severing connections to any nodes that are unnesecary.

Now it’s working somehow.