Metahuman ARKIT with seper

I have a metahuman character setup and recorded facial anim with ARKIT. This works quite well and I also want to stream the head rotation.

What I want to do: In sequencer use my recorded facial anim and head rotation and add a retargeted idle anim for the body. Once I add the idle anim the face and head become separated (see screenshot).

I can fix this by setting the animation mode of the face skeletal mesh to “Animation Blueprint”. But if I do this, I loose the head rotation of my facial animation, that I would like to keep.

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Did you end up finding a solution to this one?

Most of them dint properly understand the question here.
the solution is just copy the head yaw roll and pitch curve data from BP of your character found in " cinematics animation " paste it in the sequencer where your head data curves can be found as shown in the image

A new thing that I try out too, without doing the X-Y-Z value changes that I post earlier.

Inside your animation options, set your ROOT retargeting to ANIMATION and pelvis retargeting to RELATIVE ANIMATION.

So, I’m a newbie in Unreal, BUT, I figure it out a simple way to solve this problem.

My Metahuman has just a face animation (baked it from live link), and I needed the head rotation too.

So, right click on face animation > properties > Force Custom Mode.
By now you already know how to do it, but you’ll realize that metahuman’s head is out of place.

So, if you right click on face animation again > properties > Star Location Offset.
You’ll realize that X-Y-Z are 0. Just try some numbers to position the head on the character.

That way works for me. But i have to informe you:

  • My animation has no movement (character stand still)
  • My character has no body animation (stand in A pose)

That way works for me, try it out.