New Metahuman Face and Body Detached when using control rig

Nevermind. I thought https://www.youtube.com/watch?v=zNtzbxD0CF8&t=42s was onto something, provided you uncheck “Disable Post Process Blueprint,” but it doesn’t appear the head mesh will stay with the body if it’s walking around. Maybe there’s something I’m missing here about bone parenting.

Hello,

Maybe try this solution, see if it works.

I add the layered blend per node at the end of the post process animation blueprint for the face. I tested if the face rig still works, or if the rig breaks somehow, so far I have not seen issues.

If in sequencer, you have a control rig track and an animation track on the face, and if the animation won’t play even if the control rig is muted, try setting the force custom mode on the animation in sequencer.

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This is “The Answer” and the most important reply in this thread, thank you.

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I think EMDO currently has the best solution to this:

I made changes in the blueprint for the face. However, when I tried to set the custom mode to use the animation blueprint option for the face, it reverted back to custom mode after pressing save."

I made changes in the blueprint for the face. However, when I tried to set the custom mode to use the animation blueprint option for the face, it reverted back to custom mode after pressing save."

I tried anything it didnt work. And at the final, i migrate my level to the new project. And it solved!

This fixed it for me, thank you so much for posting the video. It might be nice to make the video public instead of unlisted. Thanks again!

I posted a solution I found to the detachment issues and broken necks when blending Metahuman Animator captures and separate body animations, if it’s helpful to anyone.

https://forums.unrealengine.com/t/metahuman-animator-heads-floating-like-neck-broke/1997325/4?u=gronklywonk

None of the solutions above worked for me, but I found a fix myself, here it is

Basically retarget the body anim to the face skeleton and use a blend mask inside an anim blueprint to mix between the body anim (that places the face and shoulders at the exact right position) and the head anim that makes the face move!

I ran into an edge case today that maybe rare to get into but I thought I’d share the case and solution here. With my metahuman set up, as a possessible, with the Face_AnimBP assigned to the Face skeletal mesh component, it would only stick if construction event is called. Being a possessible, when loading up a sequencer, the construction script is never called and the head remains detached. To test it, I ended up making an idemopotency button that set and unset the anim blueprint just to dirty the details panel to fire the construction script and it worked as a temp bandaid fix, but was not ideal.

But after further investigation, it seems like the root cause was due to corrupt data in the CDO. How I kind of concluded this was in two ways:

  1. Rebuilding the blueprint from scratch and swapping out the actor resolved the issue.
  2. Building a second skeletal mesh component called Face2 and then reparenting and swapping the blueprints over also fixed it, but once I renamed it to Face it would detach again. So to valid this this, I reverted back to square one to ensure that it was detaching, and the simply renaming the skeletal mesh component fixed the issue.