So, I am very much still a beginner to this program and process, there is probably something obvious I am missing and I hope one of you kind folks can help! So, here is my issue broken down into steps:
- I bought a character to customize off of the store, when I first got it, I tested LiveLink in UE5, set it up, it worked wonderfully.
- Decided I wanted to make my own textures, morph targets and skeleton using Adobe Substance and Blender.
- Original mesh is now triangulated with new UVs and textures, though I doubt that plays a role, just being thorough.
- I rigged and made the morph targets in blender using the plug-ins Auto-Rig Pro and Face-It together.
- When I tested the livelink motion capture within blender, it functioned perfectly.
- When I imported into UE5, set up my animation blueprint the same way I did when I first got the original mesh, the head rotations were captured, but no facial movement. Here is a screenshot of my ABP (I can only use 1 embedded media, otherwise I’d also show the event graph as well, but it’s pretty standard):
- All morph targets are named correctly for Apple ARKit and show up in the skeletal mesh’s window with sliders, and I have tested each one.
- The main difference about the morph targets, aside from using the faceit plugin to help create them, are that I used corrective shapekeys for certain expressions, and when I slide those corrected expressions, the corrective shapekey does function. In desperation, I tried removing corrective shapekeys to isolate it as a possible issue, and the problem still occurs.
- So, I’ve narrowed down the issue to not be related to my network, at least. Which leaves the skeleton I made with Auto-rig pro and the morph targets I made with Face-it as the biggest variables compared to the last time I set this up.
- Is there something I’m missing in the settings for the skeletal mesh and the skeleton in either/or blender or UE5? Or perhaps in the export/import? I’m using all the recommended export/import setting according to the resources I have found online on this subject.
- I should also note, that the last time I set up livelink on the character straight out of the store, it was in UE5.4. So could it simply be a version issue?
Any and all help/suggestions would be greatly appreciated, thank you in advance!