I want to make a Metahuman character with a distinctly alien face like this one, from an old Star Wars game. Would it be possible, in 5.8 with the Mesh to Metahuman and the anchor points feature, to get a face like this at least basically animated? I would like a basic mouth movement and a blink if possible, at the very least. maybe mapping the nose would be cool too. Has anyone had experience pushing Metahumans this far with the new features in 5.8?
Hi @Leonik9996 welcome to the forums!
I have been looking into your request, from my research I think you might be able to get somewhat close to what you are trying to do, but I would say that you may run into issues such as stretched textures due to how much the topology would deform, if you are planning on doing it without any 3rd party program or resources, what I would recommend is shifting the train of thought on how to tackle the face traditionally. If I’m correct in my theory if you are able to treat the face as 2 separate objects you may be able to find a workaround. See how the upper part of the head almost sits on the character as some sort of skin helmet, if you are able to create that as a separate mesh and the area where the eyes and mouth sit as their own mesh (to be used as reference to wrap the metahuman around) you may be able to avoid at least some part of the stretching you may get if you treat the entire head as one mesh (these means that you will lose the ability to control the nose since it will be part of the upper mesh). to connect both meshes you might be able to add the upper head mesh as a wardrobe item and assign it (same process as if you were making a hat or helmet for a metahuman character) or edit the skeletal mesh once you have assembled it in engine. Furthermore, you can also add more bones to the character’s head (in the skeletal mesh editor) and add physics to them to try and get that secondary motion as the character talks. If you need help with any of this process I briefly went over, please let me know.

