Trouble with Live Link Face ARKit and Morph Targets on the ReadyPlayerMe avatar
Hello UE Community,
I’m currently working on a project where I’m trying to drive blend shapes (morph targets) in Unreal Engine using Live Link Face ARKit on a ReadyPlayerMe avatar. However, I’m encountering an issue where the face doesn’t change as expected despite setting up the necessary configurations.
Here’s a brief overview of the problem:
Problem Description:
- I am using the ReadyPlayerMe avatar in my project.
- I have set up Live Link Face ARKit to capture facial motion data from my ARKit device.
- I’ve created a Live Link Remap Asset to specify the target morph target for each source morph from Live Link Face ARKit.
- Despite correctly mapping the source morphs to the target morph targets in the Live Link Remap Asset, the face on my skeletal mesh does not change accordingly.
Troubleshooting Steps Taken:
-
Verified the Live Link Face ARKit setup to ensure it’s properly sending facial motion capture data. I did this by printing out the jawOpen value in the animationBP.
-
Ensured that morph targets in the skeletal mesh are set up correctly to respond to changes in values. I did this by simply changing the jawOpen blendshape value in the skeletalMesh.
-
Ensured that I’m using the retarget asset.
-
Double checked the retarget asset.
If anyone knows how to troubleshoot and resolve this issue. Any insights, suggestions, or solutions would be greatly appreciated.
Thank you in advance for your help!
Best regards
PS
If anyone wants to download an RPM for their own use with ARKit viable blendshapes added, use the download link but add on: ?morphTargets=ARKit
More on this in the following link: GET - 3D avatar - Ready Player Me