UnrealEngine

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Revision as of 07:26, 14 August 2024 by Facegood (talk | contribs) (Created page with "=== Download the plugins === ==== UE5.2 ==== # Download FgControlRig and FgLiveLinkReceiver plugins from this [https://resource.facegood.ca/v1/download/UE5.2_Plugins.rar LINK]; # Paste the FACEGODD plugins file to the project path. Make sure that the plugins is placed in this hierarchy. #* Plugins #** FgControlRig #** FgLiveLinkReciver center|frameless|621x621px ==== UE5.3-5.4 ==== Open Unreal Engine Marketplace, search for Facegoo...")
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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.
File:Ue5.3 step1.png
  • Find the blueprint in the folder
File:Ue5.3 step2.png
  • Set the Actor blueprint
    • Select a head mesh to the Skeletal Mesh Asset. Then click 'Complie'
File:Ue5.3 step3.png
  • Use Unreal livelink to receive the signal
  • Attach the signal to the Anim blueprint
    File:Ue5.3 step6.png
    File:Ue5.3 step7.png
  • 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).
File:Ue5.3 step8.png
File:Ue5.3 step9.png
  • Finish the compile and Drag the Head Asset to the scene
File:Ue5.3 step10.png

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
  • 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
File:UE connect body step3.png
  • Compile the post process buleprint
  • Go back to Metahuman actor and then change the face anim blueprint.
File:UE connect body step4.png
  • Run the scene and check the result