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?
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.
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.
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!!