# Metahuman Live Link Face. Only one side of face working

**URL:** <https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352>\
**Category:** Character & Animation\
**Tags:** unreal-engine, UE5-0, question, metahuman\
**Created:** [June 14, 2022, 3:51am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352 "2022-06-14T03:51:32Z")\
**Posts on this page:** 14\
**Page:** 1

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**Author:** ![jacksterman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jacksterman](https://forums.unrealengine.com/u/jacksterman)\
**Post date:** [June 14, 2022, 3:51am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/1 "2022-06-14T03:51:32Z")

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So I have been able to successfully connect to livelink. But my characters left side of their face doesnt move that much. Also, they cant raise their left eyebrow. They blink from the wrong eye too.  
I have tried calibration 20 times. Opened a new project and tried it. Tried different metahumans. It doesnt appear to be anything close to what most people on youtube get in terms of accuracy. But its largely only on the left side.  
Any ideas?

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**Author:** ![jacksterman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jacksterman](https://forums.unrealengine.com/u/jacksterman)\
**Post date:** [June 14, 2022, 3:55am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/2 "2022-06-14T03:55:15Z")

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Oh okay, well I opened up the default metahuman project, and that works fine. Hm…I will keep updating

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**Author:** ![jacksterman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jacksterman](https://forums.unrealengine.com/u/jacksterman)\
**Post date:** [June 14, 2022, 4:11am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/3 "2022-06-14T04:11:19Z")

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Another update. All of the preset characters are like this. The only character that has normal facial animations is the default girl from the Metahumans default project…

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**Author:** ![jacksterman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jacksterman](https://forums.unrealengine.com/u/jacksterman)\
**Post date:** [June 14, 2022, 4:54am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/4 "2022-06-14T04:54:01Z")

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Somewhat Solved? Might request a bump. The Arkit Mapping poses are completely off whenever I import them from quixel. For example, the right brow up expression, is literally only raising part of the mouth. There’s many other like that. etc.

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**Author:** ![jacksterman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jacksterman](https://forums.unrealengine.com/u/jacksterman)\
**Post date:** [June 14, 2022, 5:36am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/5 "2022-06-14T05:36:03Z")

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If anyone ever runs into this problem again…Here’s what to do, it may take about 20-30 mins, but will solve it.  
Go to the Arkit Mapping Anim. Generally located in Metahumans-\>Common-\>Common-\> Mocap.  
Go to the top and ‘create pose asset -\>Current animation’  
From there, go into the pose asset. And you will have to rename all of the poses to match the exact pose names given in the default metahumans project.  
Some examples are ‘EyeBlinkLeft’, ‘EyeLookDown’ etc.  
Also, remember to change the pose to ‘additive’ on the left hand side, and click convert.

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**Author:** ![Lilia\_Rogovaya](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lilia\_Rogovaya](https://forums.unrealengine.com/u/Lilia_Rogovaya)\
**Post date:** [June 14, 2022, 7:17am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/6 "2022-06-14T07:17:43Z")

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You can just migrate FaceAnimBP from default girl to your project. It will override broken names in your project. I did it for my project today, it works!

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**Author:** ![Xythangiops](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xythangiops](https://forums.unrealengine.com/u/Xythangiops)\
**Post date:** [June 14, 2022, 10:57am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/7 "2022-06-14T10:57:05Z")

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Ooh I will try this! Thanks!

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**Author:** ![Xythangiops](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xythangiops](https://forums.unrealengine.com/u/Xythangiops)\
**Post date:** [June 14, 2022, 10:59am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/8 "2022-06-14T10:59:16Z")

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Where exactly do you take the faceanimbp from?

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**Author:** ![Lilia\_Rogovaya](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lilia\_Rogovaya](https://forums.unrealengine.com/u/Lilia_Rogovaya)\
**Post date:** [June 14, 2022, 11:29am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/9 "2022-06-14T11:29:08Z")

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C: … path to you project folder … \Content\MetaHumans\Common\Face\Face\_AnimBP.uasset  
Migrate this file from the default project with MH lady to your project’s Content folder. Agree for overwriting of everything

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<div class="post-metadata">

**Author:** ![Xythangiops](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xythangiops](https://forums.unrealengine.com/u/Xythangiops)\
**Post date:** [June 14, 2022, 11:48am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/10 "2022-06-14T11:48:06Z")

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Gonn try this now… thanks so much!

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**Author:** ![jacksterman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jacksterman](https://forums.unrealengine.com/u/jacksterman)\
**Post date:** [June 14, 2022, 8:45pm UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/11 "2022-06-14T20:45:39Z")

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Great! Thats also a solid solution 🙂

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**Author:** ![G\_t\_Pianoman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@G\_t\_Pianoman](https://forums.unrealengine.com/u/G_t_Pianoman)\
**Post date:** [June 15, 2022, 9:27pm UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/12 "2022-06-15T21:27:58Z")

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I did this, however even with the metahuman migrated, and overwriting the Common Face\_AnimBP, and the ARKit mapping, it’s still acting strangely - I think the issue is something to do with 5.0.2 - which version of Unreal are you using in the above solution?

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<div class="post-metadata">

**Author:** ![jacksterman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jacksterman](https://forums.unrealengine.com/u/jacksterman)\
**Post date:** [June 16, 2022, 12:18am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/13 "2022-06-16T00:18:14Z")

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The method that I used at the top seems to work 100% of the time for me. Just re-doing the pose and renaming everything. I used 5.0.2. The migration seems to be 50/50

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**Author:** ![kromond](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kromond/32/603777_2.png) [@kromond](https://forums.unrealengine.com/u/kromond)\
**Post date:** [July 17, 2022, 7:06am UTC](https://forums.unrealengine.com/t/metahuman-live-link-face-only-one-side-of-face-working/581352/14 "2022-07-17T07:06:53Z")

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The issue is there is a missing pose in the pose asset which is in the animation. You can see the poses are offset by one after the ‘jawOpen’ pose in the pose asset. It’s frame 19 of the anim and it’s pose should be called ‘MouthClose’.

In the content browser, right click the ‘mh\_arkit\_mapping\_anim’, create \> pose asset. In the ‘Pose names’ box paste this list:  
Default  
EyeBlinkLeft  
EyeLookDownLeft  
EyeLookInLeft  
EyeLookOutLeft  
EyeLookUpLeft  
EyeSquintLeft  
EyeWideLeft  
EyeBlinkRight  
EyeLookDownRight  
EyeLookInRight  
EyeLookOutRight  
EyeLookUpRight  
EyeSquintRight  
EyeWideRight  
JawForward  
JawLeft  
JawRight  
JawOpen  
MouthClose  
MouthFunnel  
MouthPucker  
MouthLeft  
MouthRight  
MouthSmileLeft  
MouthSmileRight  
MouthFrownLeft  
MouthFrownRight  
MouthDimpleLeft  
MouthDimpleRight  
MouthStretchLeft  
MouthStretchRight  
MouthRollLower  
MouthRollUpper  
MouthShrugLower  
MouthShrugUpper  
MouthPressLeft  
MouthPressRight  
MouthLowerDownLeft  
MouthLowerDownRight  
MouthUpperUpLeft  
MouthUpperUpRight  
BrowDownLeft  
BrownDownRight  
BrowInnerUp  
BrowOuterUpLeft  
BrowOuterUpRight  
CheekPuff  
CheekSquintLeft  
CheekSquintRight  
NoseSneerLeft  
NoseSneerRight  
TongueOut
