Update Facial Expressions authored by Pin-Hua Ho's avatar Pin-Hua Ho
......@@ -24,3 +24,11 @@ Additionally, there is also a `Custom` emotion, which allows to manually overrid
To pick an emotion, set `SeletedEmotion` to appropriate emotion. This can be done in both blueprint and c++. Additionally, there are functions `SetFACSActionUnit`, which uses Custom emotion to change a value of a given AU, and `VHSetFACSValues` which adds an array of these AU values at once.
Important: this component requires a mapping `PoseAsset Mapping` for according character model type: `CC3` or `MetaHuman` (for these two there are mappings provided: ``FacialExpressionsMetaPoseAsset`` and ``FacialExpressionsCC3PoseAsset``).
# CC4 Characters and Metahumans
Since CC4, Reallusion has updated its export pipeline to UE5 to better accommodate Metahuman's design philosophy when talking about their animation pipelines in UE5, especially the curve-driven facial expressions.
Facial expressions are driven by setting morph targets and bone transforms. The morph targets are pure vertex transform snapshots, defined by the artist in DCC, used for controls like eyebrow up and down, mouth corners movements, or details like wrinkles; The bone transforms are usually used for jaw and eyeball movements.
MetaHuman provides a cinematic and scalable approach to facial control. It defines a set of high-level, standardized controls (e.g., mouth stretch), then maps these controls to Animation Curves, which, in turn, drive a massive library of granular, pre-sculpted morph targets. This complex curve-to-expression mapping and inference is executed within the Control Rig. In this way, MetaHuman provides artists with intuitive, high-level control that automatically generates detailed facial expressions, using its library of morph targets without requiring the user to sculpt them individually.
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