Hello everyone,
UE 5.6
After baking face performance to the control rig I noticed all body controls work fine EXCEPT the HEAD CONTROL. The head has the animation from the performance but the head control is not affecting the head rotation so I can’t edit its keyframes or add additive layers like I can on every other control in the rig.
hi @hmercado , with the latest version of UE-5.6.0 , I was able to extract head (and neck ) movements from webcamera recorded animation from the control rig named “mha_head_ik_ctrl”. once finished recording animation from webcamera , there was two animation sequences there, open the face animation sequence and extract head movement from it.
Hi, @tootzoe1
Thank you, but the issue I have is that I can’t rotate the head with the control rig. The head control rotates but the head mesh does not as if the binding or skinning for the control are broken.
Only this control has this issue, every other control on the face and body work as expected.
I captured a performance from audio file and it included the head movement. I added this animation to the metahuman and baked it to the control rig so I can further tweak the performance but the head control just wont control the head.
In the latest version (between 5.6.0 and 5.6.1 ) I found Unreal has add some extra parameters to metahuman control rig for better controlling its movements, you can update these parameters in sequencer :
Wow! Thank you!
Such a hidden feature!!
I was looking for a similar switch exposed in the global control rig controller but couldn’t find it. Now I know where it is.
But this effectively removes any animation applied by the performance capture and is not available on an additive section so one could keep the head animation from the performance capture and further edit it via an additive section in the control rig.