# Using morphs targets from one animation on another

**URL:** <https://forums.unrealengine.com/t/using-morphs-targets-from-one-animation-on-another/407891>\
**Category:** Character & Animation\
**Tags:** morph-targets, unreal-engine, question\
**Created:** [October 25, 2017, 6:15am UTC](https://forums.unrealengine.com/t/using-morphs-targets-from-one-animation-on-another/407891 "2017-10-25T06:15:04Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![SterlingY](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SterlingY](https://forums.unrealengine.com/u/SterlingY)\
**Post date:** [October 25, 2017, 6:15am UTC](https://forums.unrealengine.com/t/using-morphs-targets-from-one-animation-on-another/407891/1 "2017-10-25T06:15:04Z")

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Is it possible to take the animated morph data from one animation asset and blend it with the animation of another asset? Specifically, I have facial mocap data in an animated character, but I want to use that mocap on the animated body from another asset.

-Sterling

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**Author:** ![soonyang.lee.bs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@soonyang.lee.bs](https://forums.unrealengine.com/u/soonyang.lee.bs)\
**Post date:** [April 30, 2024, 4:49am UTC](https://forums.unrealengine.com/t/using-morphs-targets-from-one-animation-on-another/407891/2 "2024-04-30T04:49:42Z")

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Same, I need some info on how to do this. I have a facial animation that I would like to use on another character with different morphs targets

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**Author:** ![TechAnim\_Tools](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/techanim_tools/32/1213818_2.png) [@TechAnim\_Tools](https://forums.unrealengine.com/u/TechAnim_Tools)\
**Post date:** [April 30, 2024, 8:02am UTC](https://forums.unrealengine.com/t/using-morphs-targets-from-one-animation-on-another/407891/3 "2024-04-30T08:02:50Z")

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If the two asset share the same morph targets names it should work by default, because the curves are just setting the 0to1 values of that morph.  
If instead the names are different between the two asset, you can match them in ABPby using a ModifyCurve node, here is an example of blend shape matching between ARKit ( eyeBlinkRight ) and a CC3 character ( eyeBlinkR ) I did a while ago.  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/1/b/01b493276dc33f96c4b40247b56fdf838744de25.png)

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**Author:** ![JWVegas](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JWVegas](https://forums.unrealengine.com/u/JWVegas)\
**Post date:** [November 29, 2024, 2:55am UTC](https://forums.unrealengine.com/t/using-morphs-targets-from-one-animation-on-another/407891/4 "2024-11-29T02:55:58Z")

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Can I get a copy of that blueprint to study. I want to take an existing rig and retarget in a blueprint to metahuman head. Thank you

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**Author:** ![sunnyviewtech](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sunnyviewtech/32/698778_2.png) [@sunnyviewtech](https://forums.unrealengine.com/u/sunnyviewtech)\
**Post date:** [March 18, 2026, 3:01am UTC](https://forums.unrealengine.com/t/using-morphs-targets-from-one-animation-on-another/407891/5 "2026-03-18T03:01:05Z")

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we made a tutorial video about this topic,

> [@\[Tutorial\] Reusing Facial Animation on Different Models](https://forums.unrealengine.com/t/tutorial-reusing-facial-animation-on-different-models/2706662):
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> [[Reusing Facial Animations Across Different Characters in Unreal Engine] ](https://www.youtube.com/watch?v=mzuYHz5mFNc) In this video, we discuss how to reuse facial animations and morph target-based animation sequences across different models, covering the following three scenarios: The target model has the same morph targets as the source animation The target model does not have matching morph target names, but has pose assets available for mapping, such as MetaHuman Neither matching morph target names nor pose assets are av…
