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cloud.ninja
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cloud.ninja
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 26,
Visits: 293
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How to export Acculips visemes only into Unreal 5 targeting ONLY the face?
Does anyone have any experience with just bringing visemes from iClone to Unreal 5 so that just the face animates and not the body in the UE sequencer? The challenge I'm having is I'm importing visemes from iClone into UE5 as FBX, targeting my characters skeleton in the UE5 import BUT when I have the viseme animation work in Unreal via sequencer - there is a conflict between this imported viseme fbx that is putting the body in an A-Pose and the motion FBX I want to use e.g. walking...so what happens is the character is 1/2 in the A-Pose while walking π instead of walking (using the fbx walking motion) and talking/mouth movement/facial expressions (using the viseme fbx). Is there a way to import the Acculips viseme into UE5 so that only the skeleton of the face gets targeted in UE and can be used in UE sequencer?
with appreciation, .cn
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StyleMarshal
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StyleMarshal
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.8K,
Visits: 14.3K
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cloud.ninja (7/31/2022)
How to export Acculips visemes only into Unreal 5 targeting ONLY the face?
Does anyone have any experience with just bringing visemes from iClone to Unreal 5 so that just the face animates and not the body in the UE sequencer? The challenge I'm having is I'm importing visemes from iClone into UE5 as FBX, targeting my characters skeleton in the UE5 import BUT when I have the viseme animation work in Unreal via sequencer - there is a conflict between this imported viseme fbx that is putting the body in an A-Pose and the motion FBX I want to use e.g. walking...so what happens is the character is 1/2 in the A-Pose while walking π instead of walking (using the fbx walking motion) and talking/mouth movement/facial expressions (using the viseme fbx). Is there a way to import the Acculips viseme into UE5 so that only the skeleton of the face gets targeted in UE and can be used in UE sequencer?
with appreciation, .cn
No , that is why a Meta Human has a body and a head mesh/skeleton. There could be a dirty way with baking to FK RIG and copying keyframes but the easiest way is to import the animation from UE to IClone , do the final animations for body and face and export the motion back to the UE Character.
Edited
2 Years Ago by
Bassline303
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cloud.ninja
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cloud.ninja
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 26,
Visits: 293
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Ty for the quick reply, confirming it's not possible to separate (unless using MH) and the preferred/easier workflow. Much appreciated.
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StyleMarshal
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StyleMarshal
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.8K,
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Photos To Meta Human :
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StyleMarshal
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StyleMarshal
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.8K,
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toystorylab
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toystorylab
Posted 2 Years Ago
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Group: Forum Members
Last Active: Yesterday
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Oh, that's cool and quite easy to do if needed... Thanx
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube:
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Garry_Seven_of_one
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Garry_Seven_of_one
Posted 2 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 457,
Visits: 1.9K
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Bassline303 (8/4/2022)
Is there my advantage to doing this way as opposed to using Maya to smooth as before? Iβd rather avoid Blender if possible. Just wondering? Thanks
Garry, Clearstream, Seven_of_one
My Pinterests
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rosuckmedia
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rosuckmedia
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 3.2K,
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Bassline303 (8/4/2022)
Hi Bassline, Very Cool, will try it tomorrow. ππ Greetings Robert
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JoeGideon
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JoeGideon
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 246,
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Bassline303 (8/4/2022)
Thank you Stylemarshal! This is fantastic!
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rosuckmedia
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rosuckmedia
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 3.2K,
Visits: 4.8K
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Smooth Character. Could not wait, it worked very well. The calculation in Blendert takes a little long. Importing into UE5 also takes a bit. Greetings Robert.π
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