UnrealEngine: Difference between revisions

From FACEGOOD
Jump to navigation Jump to search
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
=== Download the plugins ===
=== Download the Plugins ===


==== UE5.2 ====
==== UE5.2 ====
Line 25: Line 25:


==== Video Tutorial ====
==== Video Tutorial ====
<youtube width="960" height="540">t6Qgsm5PQwU</youtube>
<youtube width="960" height="540">zEHx-IegGPU</youtube>


==== Graphic Tutorial ====
==== Graphic Tutorial ====
Line 39: Line 39:
[[File:Ue5.3 step4.png|center|frameless|2336x2336px]]
[[File:Ue5.3 step4.png|center|frameless|2336x2336px]]
[[File:Ue5.3 step5.png|center|frameless|1032x1032px]]
[[File:Ue5.3 step5.png|center|frameless|1032x1032px]]
* Attach the signal to the Anim blueprint[[File:Ue5.3 step6.png|center|frameless|585x585px]][[File:Ue5.3 step7.png|center|frameless|2560x2560px]]
* Attach the signal to the Anim blueprint[[File:UE Attact Animation Blueprint.png|center|frameless|1920x1920px]]
* Edit the AnimGraph, Go to Fg Control Rig Node. Set the Preview Mesh to your character head asset. Also make sure that the control rig class is set to 'Face_ControlBoard_CtrlRig'. Then hit Compile (note: yellow error messages after compiling are normal).
* Edit the AnimGraph, Go to Fg Control Rig Node. Set the Preview Mesh to your character head asset.  
[[File:Ue5.3 step8.png|center|frameless|2560x2560px]]
* Also make sure that the '''<u>control rig class is set to 'Face_ControlBoard_CtrlRig'</u>'''.  
[[File:Ue5.3 step9.png|center|frameless|2560x2560px]]
* Then hit Compile (note: yellow error messages after compiling are normal).
* Finish the compile and Drag the Head Asset to the scene
[[File:UE Select Preview Mesh.png|center|frameless|1920x1920px]]
[[File:Ue5.3 step10.png|center|frameless|2560x2560px]]
* Select Anim Class, and Run.
 
[[File:UE Select Anim Class.png|center|frameless|1920x1920px]]
=== How to connect Body and head(Metahuman) ===
Due to the different connection methods of various motion capture devices, we are only providing a general connection approach here. Specific details may vary in different projects.
 
==== Connect Body and Head by Postporcess blueprint ====
Since the new plugin utilizes a different blueprint, we need to first connect the body with the head, and then replace the blueprint of the head with the one from the plugin.
 
* Open your original head BP asset, and then find the face post porcess blueprint.
 
[[File:UE connect body step1.png|center|frameless|1920x1920px]]
 
* Open the AnimGraph of your post process blueprint. And add those nodes.
** Create a 'Copy Pose From Mesh' Node and check the 'Use Attached Parent' box
** Add a 'Layered blend per bone' Node and do following changes
*** Config -> layer setup->branch filters
** Add a Bone name to the Index : FACIAL_C_FacialRoot
 
[[File:UE connect body step2.png|center|frameless|1371x1371px]]
[[File:UE connect body step3.png|center|frameless|1112x1112px]]
 
* Compile the post process buleprint
* Go back to Metahuman actor and then change the face anim blueprint.
 
[[File:UE connect body step4.png|center|frameless|875x875px]]
 
* Run the scene and check the result

Latest revision as of 09:52, 9 October 2024

Download the Plugins

UE5.2

  1. Download FgControlRig and FgLiveLinkReceiver plugins from this LINK;
  2. Paste the FACEGODD plugins file to the project path. Make sure that the plugins is placed in this hierarchy.
    • Plugins
      • FgControlRig
      • FgLiveLinkReciver


UE5.3-5.4

Open Unreal Engine Marketplace, search for Facegood, and download these two plugins. Then, install these plugins into Unreal Engine.


Plugin Source Code

Connect Steps

Video Tutorial

Graphic Tutorial

Open your Unreal project and then load FgControlRig and FgLiveLinkReceiver from the plugin manager.

  • Go to Window tab and access the control rig blueprint.
  • Find the blueprint in the folder
  • Use Unreal livelink to receive the signal
  • Attach the signal to the Anim blueprint
  • Edit the AnimGraph, Go to Fg Control Rig Node. Set the Preview Mesh to your character head asset.
  • Also make sure that the control rig class is set to 'Face_ControlBoard_CtrlRig'.
  • Then hit Compile (note: yellow error messages after compiling are normal).
  • Select Anim Class, and Run.