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3.1 Unreal Head Setup
In Unreal Engine you can do this process in any scene.
You only need the metahuman files that you used for Metapipe!
First import that Metahuman to your project from Unreal Bridge.
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For Physic Asset set it as Face_Archetyope_Physics.
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Set Morph Targets to ON
Normal Import Metahod to Import Normals
Normal Generation Method to Built In
Compute Weighted Normals to ON
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Set Material Import Method to Do Not Create Material (OPTIONAL)
Import Textures to OFF (OPTIONAL)
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Finally press Import
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Double click on imported head mesh and open it's properties. Inside it find LOD 0 Sections and click on every section's Highlight to find the head mesh. Look at the scene at the same time to see highlighted mesh.
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When you find head mesh's Section, set it's Recompute Tangent to All.
This is only for Head Mesh!
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Next, find LOD Info, set Skin Cache usage to Enabled.
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Then, in Build Settings, set;
Full Precision UVs to ON
UE4 Compatible UVs to ON
and press Apply Changes.
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Inside Animation Rig, Set Default Animation Rig as Face_ContolBoard_CtrlRig.
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For the Post Process Anim Blueprint, set it as Face_PostProcess_AnimBP.
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Last step for the settings is adding 2 elements to Asset User Data under Skeletal Mesh.
Set one of them as DNAAsset
Set second one as Asset Guideline
And Save all changes of the head asset.
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To finalize our head asset, now we need to use our dna file that we created with the Metapipe process. Import the dna file and inside import settings select your custom head mesh.
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