Is it possible to mix facial animation (morph target) with separate body animation (bone based) inside UE4 at runtime?
I have separate FBX assets. One with morph targets and another with skeletal animation. They both successfully linked to the one Skeletal Mesh. Morph target animation is responsible for a specific "voice" phrases. And I want to run such prerecorded facial expressions in specific moments of time. I’m just not sure that this can be mixed up without hours of C++ coding or diving in the Engine source.
I searched through documentation for an animation blending and compositing. But for now I didn't found anything about Morph Curves mixing, especially at runtime.
Is there a realized workflow for that task inside the UE4 Editor? It is possible to play a specific "voice" phrase on the face of my character when it runs in a normal gameplay, not a static prerecorded cutscene?
I'm absolutely not asking for a complete tutorial. I'm ready to write my own Animation Blueprint of any complexity. But if someone points me to the specific function or give any short advice about where I can start to look at, it will be very useful for me.
asked Aug 17 '16 at 09:58 AM in Using UE4
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