Hello,
We use Mutable to generate bots, and we can have many bots visible on the map at the same time. Because of that, we decided to merge the head and body into a single final mesh for performance reasons.
Originally, all of our head assets supported the MetaHuman facial Control Rig, and all facial animations were authored through that rig. This was important for us because it allowed us to reuse the same facial animation setup across different heads, even when the heads looked different.
After the head became part of the body and was merged into the body skeleton, the MetaHuman facial Control Rig for the head stopped working with these generated merged meshes.
At the same time, simply converting the Control Rig animation into a regular animation sequence does not seem like a good replacement for our case, because a regular baked animation does not appear to be equally correct for all heads. Our heads are visually different, and the Control Rig workflow was what previously allowed the same facial animation to work correctly on any head.
Because of that, we would like to understand what the supported and recommended workflow is for this kind of setup.
Our questions are:
1. Is it generally correct/supported to use the MetaHuman facial Control Rig at runtime as the final solution?
2. If we should avoid using the MetaHuman Control Rig in this way, can its functionality be replaced with a retargeting-based workflow? More specifically, can we bake facial/head animations into animation sequences and then use retargeting so that they still work correctly on other different heads?
3. From a performance point of view, was merging the head and body actually the right decision for scenes with a large number of bots visible at once (for example, around 20-30 bots), or is keeping the head and body separate still the more correct/optimal setup?
4. Would it make sense to keep the head and body separate only for a subset of “important” bots that need to speak during gameplay, while keeping the rest as a single merged mesh? Since we use Mutable, we can support different mesh generation variants if that is the recommended approach.
Any guidance on the supported/recommended pipeline for balancing facial animation reuse across different heads and runtime performance for crowds would be very helpful.
Thank you.
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