Metahuman Facial Animation needing higher and higher weights

I’m bringing in MoCap sequences into UE5.1 - body mocap and facial mocap. I’m applying them to the same metahuman actor, but in different level sequences.

Funny thing is, when I come back and playback an earlier level sequence, the facial mocap is barely noticeable until I crank the Weight. And - what’s worse - it seems that every time I do, I have to increase the weight of the others even higher.

Are the level sequences interacting with each other in some way? And why is the body animation not behaving the same way?

Does it happen during gameplay or just in the editor?
I had that bug too some time ago during in-editor preview, reinitializing the anim instance by turning live link on and off helped.
I think I’ve redid the ABPs from ground up for the project needs to completely fix it.

But basically, if multiple animations are applied to one mesh simultaneously and there’s no proper anim instance assigned, UE creates a virtual one (which roughly looks like
“InputPose->DefaultSlot->ResultPose”) and just blends between these animations, because it tries to squeeze them all into single slot.

You’re 100% right - it’s an in-editor preview issue. When attached to a Level Sequence Actor and played during playback, the full facial motion at 1.0 weight is applied exclusively. The audio is delayed by a number of frames however - I’m going to have to look into why that is and how to mitigate it. It will be a challenge aligning vocal lip synch audio in the sequence if I have to deliberately offset it so that it lines up during playback.

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