Home Unreal Engine

Adding Viseme blend targets to Metahumans


Did anybody manage to adjust the Metahuman mesh exported into Maya (Blend shape creation using the control rig and saved as a blend shape for use with Oculus Lip Sync and Visemes) and succesfully reimport into Unreal Engine? The source asset inside Maya does not match the BluePrint for Unreal, probably because of the missing hair, so I did not manage to reimport the asset back to UE for this use, from what I have seen, you can only use Maya for animation creation and exporting the animation data into sequencer.

(Weird rotations, joints not matching and causing errors, etc)

Any help appreciated.
Sign In or Register to comment.