Hi,
I searched a lot , but didn‘t find a solution. I have created an own character using Polycam and made a new Metahuman Identity using the Imported mesh. Editing the character and importing it back in UE5.3 works fine.
I followed the steps from Bad Decision Studios on YT. This works all fine when using a preset Metahuman character. But when I take my own character, there is no facial expression, but the head movements are still there. I tried it with UE 5.2 as well, but same Problem.
Could this issue be caused because I create another Metahuman Identity using a video from livelink to callibrate the face? … and the imported Metahuman already has a MH Identity from a mesh?
I hope anyone can help.
Here are the tutorials I did:
Create my own avatar:
Metahuman livelink Tutorial:
If I unhook the „ disable Post process blueprint“ Option, the minic is back, but the head is not attached to the body again…
In skeletal mesh asset, under Asset User Data, it’s essential to have DNA asset linked. That’s where rig logic is stored. MH imported SKM has, manually imported does not.
Hey CrazyMage,
I’ve checked it: You mean the Skeletal Face mesh, right? Under AssetDetails-> Asset User Data the DNAAsset was already linked. Or did I pick the wrong place?
Hey,
thank you very much for your reply! I have been searching now for some time, but I don’t figure out, how to import the DNA file and add it to the user data… I found this documentation: https://www.artsandspells.com/documentation/unreal-head-setup
… Do I have to import the .dna file from my head? I found the folder, where this file is put in… but I unfortunately didn’t find a solution how to import it and set the DNA file name… at the imported metahuman, there is the dna file name added, but I am not able to copy and paste this path to my facemesh…
I hope you can help me… I attached the facemesh of the preset facemesh…