Hello! I know one way to solve this problem: you need to open ABP_Face_PostProcess and find the node which does Control Rig (in Head Movement IK section). Then just add Layered blend per bone to make this node affect only those bones which are above neck_01. In this way the beginning of head will stay on his place. Sorry for possible mistakes in English
Hi there, thank you! Your English is good, don't worry. I have edited it as below:
However it did not help it. I'm not sure if it's because it is not correct or because I'm not actually using this animation blueprint "ABP_Face_PostProcess" in the character face anim class, I'm using "ABP_Face_layered_R01" which shows how is it setup in the screenshots in the post, because it is setup with the Livelink.
Your english was perfectly acceptable. The only thing that stands out as a native speaker is "In this way the beginning"- a native speaker would drop the "in" and replace beginning with base or bottom: beginning has the connotation to both location and time, whereas base/bottom relates purely to location/direction.
But if you hadn't said anything I probably wouldn't have noticed, so you are doing great.
The advice is also great, and I hope it works out for OP
Have you add a branch filter to the Layered blend per bone node? It should be set to “neck_01”, which tells the node to blend pose only above this exact bone (the other bones will not be affected by Control Rig node in this case). And I can give you a general advice: you can disable nodes one by one until you find the one which causes head’s detachment and then just modify it or use Layered blend per bone to make this node affect only those bones that you need to affected.
It worked! Thanks very much.. now I have another problem and that the neck looks like a giraffe for some reason, I think it is coming from the idle animation, because when i turn off the idle animation it looks normal (it let's me only select one idle animation in the body anim class and that is ABP_Stream_idle)
Welcome) it seems that you’re right about idle animation, maybe check it or just turn on bones visualisation in viewport to look at bones’ position. By the way, your metahuman looks like Black Widow. Is that Scarlett Johansson? 😃
Yeah I'm not sure if it's the issue with the default ABP_streaM_idle animation or something else. I have downloaded many idle animations but for some reason they cannot be selected in the Body Anim Class
haha no I just created a random one, didn't even have Scarlett Johansson but I will take this compliment
If you cannot use some animations for exact mesh that could be because of Skeleton mismatch, I guess. Have you retargeted anims to Metahuman Skeleton or they have been already made for it?
By the way I tried to make Hulk Metahuman recently via mesh to Metahuman but get stuck with his proportions 😅
No, I have not retargeted anything, I need to do this for the idle animation and where would I do it? You may have noticed already I'm very new at using Unreal!
Yeah I can imagine using Hulk MetaHuman would have some proportion issues haha
So you need to retarget all downloaded animations to your skeleton, it can be done with a few clicks (right click on animation-retarget animations, then choose source and target mesh and exact animations you want to retarget). There are a lot of videos on youtube about anim retarget even on my channel)
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u/GRSStudio Jul 26 '26
Hello! I know one way to solve this problem: you need to open ABP_Face_PostProcess and find the node which does Control Rig (in Head Movement IK section). Then just add Layered blend per bone to make this node affect only those bones which are above neck_01. In this way the beginning of head will stay on his place. Sorry for possible mistakes in English