UE4: Blending Facial Animation with a Base Animation

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asalvo
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Joined: 31 Oct 2017

I followed the tutorials for getting lipsync working in UE4 (.18). I currently have my blueprint class character with its animation blueprint playing lipsync data sent through the FaceFX component in sequencer. This is basically where the tutorial ends.

The issue is that now that my actor in the level sequence is an blueprint class using the animation blueprint created from the tutorial, it no longer responds to other animation calls from sequencer (for example, calling a full body talk animation to blend with the lipsync).

How would one restore the functionality of using the custom animation mode to receive animations from sequencer while blending in the faceFX facial animation through the FaceFX component?

Thank you in advance,
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doug
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Joined: 30 Apr 2009
Any chance your FaceFX rest

Any chance your FaceFX rest pose includes all bones, instead of only the bones in the face?

From FaceFX Studio, check:

Plugins->Remove Bones

asalvo
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Joined: 31 Oct 2017
Unfortunately no, just the

Unfortunately no, just the normal face bones listed in the remove bones plugin for the Rest Bones.

If I hard code the animation blueprint to play the talk animation and use a Layer Blend per Bone to blend the body and facial animation in the animation blueprint, the two animations play together properly. This obviously won't respond to sequencer animation tracks however.

Thanks for the reply!
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doug
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Joined: 30 Apr 2009
OK, my best guess now is that

OK, my best guess now is that the problem has nothing to do with FaceFX, but its just that you are switching from Animation Mode "Use Animation Asset" to "Use Animation Blueprint" when you select your animation blueprint in the tutorial.

You will need to set up slots in your Animation Blueprint class as described here:

https://answers.unrealengine.com/questions/478469/sequencer-with-animati...

You want the FaceFX bone position overriding your skeletal animation results, so you want the Blend FaceFX Animation node in your blueprint in between the Slot and your Final Animation Pose.

asalvo
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Joined: 31 Oct 2017
Ugh. So simple. That was it,

Ugh. So simple. That was it, I wasn't piping the DefaultSlot animation through the blend. Thanks very much for your help Doug!

Might be worth adding that step to your documentation or your video tutorial.

Thanks again!
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