Hi team, looking for advice on the following:
Animation Sequences exported via Metahuman Performance assets contain channels which hold the Timecode data of the source video used to process the shot in MHA. This TC data then persists on the root joint in any FBX exported directly from those AnimationSequence assets.
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However, this data seems to be lost when the AnimSeq is baked down onto the MH Faceboard in the Sequencer. Is there any way to preserve that TC data when the facial animation is baked onto the Faceboard (and then subsequently preserve it when that Faceboard animation is baked back down to an Animation Sequence asset)?
Appreciate any guidance.
Steps to Reproduce
Process a Performance using Metahuman Animator, then export an Animation Sequence of the result. Import that AS onto your character in the Sequencer, then bake it onto the MH Faceboard. TC attributes previously visible on the AS aren’t preserved in the bake.
Hi Nikki,
Speaking with the Sequencer team, this is currently not possible. The timecode is lost when baking to a control rig/face board because control rig doesn’t support anim curves.
Hi Nikki,
After spending a bit more time with the team, two possible workaround were proposed. I have not been able to verify these myself, so sharing in case either is an option for you.
Rather than exporting an Animation Sequence, try exporting a Level Sequence from the MetaHuman Performance asset. This applies the animation directly to the Identity Rig, which should avoid having to bake back to Control Rig.
Or, leave the Animation Sequence in Sequencer, but mute the track. This would then show the timecode as you polish using the Control Rig.
Appreciate neither is ideal, but perhaps they help as a workaround.
Mark.
Thanks Mark, appreciate the reply and the suggested workarounds. We’re looking into a solution that incorporates the second suggestion- preserving the original track alongside the animation edits.
Best,
Nikki