Closed 809004 closed 1 year ago
I remove Animation set, it seems normal , but we can't play animation without 'Face_AnimBP_C'.
I don't know about the cheeks, but I think the neckline issue you are seeing might be due to the body settings on your MetaHuman. The dna_viewer_demo.oy example grabs the body skeleton from data/body/fem_skeleton.ma, but if your MetaHuman is not the same height / build as Ada, the merging might not yield the results you are expecting. Hope it helps.
I tried your suggestion, problem solved, thank you very much.
@rmedina-ea thanks.
@809004 if you have any additional questions, feel free to post them.
I modify the dna in maya which import use "dna_viewer_run_in_maya.py"; Then i export a modified dna use "dna_viewer_grab_changes_from_scene_and_propagate_to_dna.py"; Last i export a fbx from the modified dna use "dna_viewer_demo.py"; Now i get a modified face mesh in unreal engine, I have reset the asset details such as material slots、post process anim blueprint、asset user data...and so on. then i set the modified face mesh to the metahuman BP, there is an obvious location offset: Original metahuman like this: Even if i adjust the location, there is a obvious crack between head and body: