Hi, I’m trying to create a Facial Animation Sharing system in UE4 - Here.
For unreal to read the animation data, the FBX file need to have specific channels with curve data inside them (not bone translation/rotation, the bone animation data is actually deleted inside unreal)
it would look like something like this inside unreal:
Base asset that connects the curves to bone movement (like FACS system)
Facial animation with custom curve data that drives the base asset
I currently have a mGear character with face controls that drive bones - very similar to the Wayne rig that was shared here - but I have no idea how I need to setup my rig controls in order to be able to export a fbx file with those custom curves like in the picture above!
can someone point me on the right direction? Thanks!