- Goal: I want Live Link head tracking active while I can apply a static pose / emote (or animation later) without Live Link overriding the head/neck pose.
- Current issue: In the MetaHuman Control Rig, the HeadMovementIK Forward section writes curves (e.g., HeadControlSwitch / HeadRoll / HeadPitch / HeadYaw / HeadTranslationX/Y/Z).
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If I disconnect the Set Curve Value execution, Live Link head movement works, but the neck starts doing weird stretching/offset and the head feels “lagged / constrained” when moving the body.
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If I keep it connected, the rig behaves normally with body, but Live Link head motion gets overridden.
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- What I’ve tried: Switching to FK rig “works” for Live Link but control layout changes (many dots instead of the MetaHuman-style controls). I’m trying to fix the default MetaHuman rig behavior.
- What I need from you: A short paid troubleshooting session (Discord screen-share is fine) + either:
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exact node changes to blend/override correctly, or
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a clean approach to keep body/neck stable while Live Link drives head rotation.
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- Version: Unreal Engine 5.7, MetaHuman, Live Link Hub.
Budget: $120/hr (paid). Looking for a 1–2 hour screenshare to diagnose + recommend the exact Blueprint/Control Rig changes.