Metahuman - Blender

By the way, I suspect the blendshapes you’re seeing are correct in Maya. If you’re wondering why the link link works in UE4, that’s because the animation is using the control rig assigned to the head, which manipulates all the bones (it’s mapping the ARKIT values to the bones, and using the blendshapes for fine tuning after). You can see it yourself if you try editing some of the curve values in the animBP… the traditionally named ones like mouth open, etc hardly do anything. You have to adjust the control rig assigned curve values, which start with CTRL in front. If you check out the control rig you can see how it’s handling all this under the hood.

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