But like many in the comments and the channel’s Discord, I am experiencing an issue with the character gazing downwards? The interesting bit to me is, that this doesn’t happen in the AnimBP/PostProcess BP, and only on the skeletal mesh directly.
Here are my steps:
Open ‘Metahumans/Common/Face/Face_PostProcess_AnimBP’
In the AnimGraph, add a Control Rig node before ‘AnimNode_RigLogic’
Use ‘Face_ControlBoard_CtrlRig’ as the Control Rig
Expose the pins ‘CTRL_lookAtSwitch’ and ‘CTRL_C_eyesAim’
When changing CTRL_lookAtSwitch to 1, the character’s FaceMesh has the eyes looking down, but only on the Mesh directly and not in the PostProcess or AnimBP.
Hi! The tutorial seems legit and offers better (and better explained) solution than mine, shame i didn’t see it earlier!
Although i’m not sure if we need to place C_EyesAim exactly on imaginary plane as said in video, i got away with feeding it world coordinates just fine. But please tell me if you have better solution!
To make metahuman look exactly where i want it, i made three sockets:
Eyes aim socket, approximately where this aim thing is (i couldn’t place it exactly, because different metahumans have different head height, but same skeleton, so i just compromised.)
The pivot of the sockets matters, since i will use it in transforms calculations. Also, because i use sockets, i can no longer worry about scaling the mesh or rotating. In solution from the video, i assume, scale would break things because of hardcoded values.
Now we calculate relative transform. As you see, rotation is probably unnecessary, but i left it in case i misremember something. So definitely try it without rotation first, to not create two redundant sockets for eyes