Metahuman idle animation stops when talking animation starts

Hi all, I hope you’re having a nice week. I’m using NVIDIA Audio2Face to import talking animations to my Metahuman in UE 5.1. I also added the idle animation from the Metahumans template. So for some reason I couldn’t figure out, adding the animation to character blueprint doesn’t work. So instead I’ve added the idle animation in blueprint with “play animation” looped. It works. But when I play the speech animation by key activation, the idle animation stops. Idle animation is bound to body and speech is to face. What am I doing wrong here?

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How did you get the Metahumans idle animation working? Could you elaborate more in details please? I’m trying to solve the same problem of A2F + idle head movements & eye blinking when no audio stream is injected to A2F.

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A great way to inject idle animations in the Face_AnimBP is like this:

In the “Layered Blend Per Bone” add pin and insert idle animation (I added a RANDOM SEQUENCE PLAYER). Then, when you the character is speaking, you will set the BLEND WEIGHT to 0, and back up to 1 again after talking.

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Hi, it’s been a long time since I worked on Metahumans, so I don’t really remember, sorry.

Hello! Could you please explain a little bit more in detail? I’m very new to the Unreal Engine world, and I’m slowly learning. I’m also using Audio2Face, and I want to add an idle face animation when the character is not speaking, so it has more of a life-like appearance. My dream goal is to have the transition between the idle face and the speaking animation to be as seamless and smooth as possible Thank you!!

Hello, Elena,

This requires a lot of background information, so if you aren’t familiar with Blueprints and specifically Animation Blueprints (State Machines, etc.), it would take way too much to trying to go into detail about what each node means and does and how variables affect them.

I don’t know what your experience is, but the photo above is very self-explanatory if you understand the basics of this functionality.