Metahuman conversion to blendshape rig.

ArKit is fun but in my limited experience with it you can't achieve the full facial performance of a hand keyed or mocap performance. I'm not planning to use ArKit in my project so I'm not polishing this.

Unreal range of motion anim

Maya range of motion anim

The ArKit setup is suprisingly simple.

You could go straight from livelink node to arkit remap to output pose and call it a day. The rest is from the kiteboy example to rotate the head.

The ArKit setup is suprisingly simple.

You could go straight from livelink node to arkit remap to output pose and call it a day. The rest is from the kiteboy example to rotate the head.

Key each pose to each frame (53 total). Export animation to unreal. Convert animation to Pose asset. Name each line according to apple ArKit. 

https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation

Key each pose to each frame (53 total). Export animation to unreal. Convert animation to Pose asset. Name each line according to apple ArKit.

https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation

Morphing in a different face, the blendshapes still hold together well.

I had a large improvement in fps as seen in the lower right corner.

The first clip is straight Metahumans, the second clip is the converted blendshape setup.