Update Facial Expressions authored by Pin-Hua Ho's avatar Pin-Hua Ho
......@@ -27,8 +27,76 @@ Important: this component requires a mapping `PoseAsset Mapping` for according c
# CC4 Characters and Metahumans
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.
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.
(See ExpBoneData in the Post-ABP of your CC4 character for the exact reference)
## Migrate FacialExpressionMapping from CC3 to CC4 Characters
1. Duplicate an AnimationSequence asset without bone animations of your CC4 character.
2. Add the AM_ExpMapping_cc3_to_cc4 modifier to the sequence asset
3. Set the parameter PoseMapping to your CC3 pose asset
![image](uploads/11dc0995de56505783b286ccb4d616f9/image.png){width=900 height=304}
4. You can also check the naming conversion if your CC4 character has different namings for morph targets.
![image](uploads/0d75eb1d49e61405c9d14c1614bf55e7/image.png){width=460 height=583}
5. Click Apply All Modifiers or right-click on the modifier and Apply Modifier.
6. The expressions will be coded into each animation frame.
![image](uploads/f03f9b81c5c5467732c97a5561a1a988/image.png){width=900 height=341}
7. In Content Browser, right-click on the AnimationSequence asset -> Create -> Create Pose Asset.
![image](uploads/5cd64c96507a32c5eabd3e3330b75ec2/image.png){width=317 height=600}
8. Copy-paste these names to PoseNames.
| header |
| ------ |
|
1_l
1_r
2_l
2_r
4_l
4_r
5_l
5_r
6_l
6_r
7_l
7_r
9
10
11
12_l
12_r
13
14_l
14_r
15_l
15_r
16
17
18
19
20
22
23
24
25
26
27
28
32
33_l
33_r
35
38
44_l
44_r
45_l
45_r
|
![image](uploads/a58b40fd9272d276ab1ea2867fce9427/image.png){width=468 height=600}
9. Set the PoseAsset to be the Mapping in the FacialExpressionComponent
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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