Last updated: 15th Jan, 2024

This is a continuation and variation of the Retargeting User Guide, which covers Face Tracking for appropriate Actors.

Please note: this is for a non-Metahuman Actor. Please see the respective guide for a Metahuman to cover that topic.

Supports Unreal Engine Versions: 5.2, 5.3

Time to complete: 5 minutes.


Setup

This User Guide covers retargeting to an Actor to be used with Face Tracking within Unreal Engine.

Face Tracking is a fantastic new feature of RADiCAL and most notably can be done through your existing single camera which is capturing your body motions.

A large section of this tutorial is covered in a Retargeting to an Actor (Quick Rigs approach) The main difference is at the beginning of this User Guide specifically covers importing and verification for Face Tracking. While there is a very brief summary of the retargeting process in this guide, you should read the dedicated User Guide for Retargeting to an Actor for a more comprehensive and thorough understanding.

It’s important to know that this does NOT cover setting up Face Tracking with a Metahuman, as that process is a bit more complex and detail focused. Please see relevant guides in setting up Face Tracking with a Metahuman.


Importing and Checking

Import your Actor with the required 52 Blendshapes.

During the Import, be sure to set the Skeleton as RadicalCharacter_w_Face. You can leave the remaining settings as they are.

UG_Import_Actor_WFace.png

Check to make sure that the Blendshapes have come through, and are directly editable within Unreal Engine. In Unreal Engine, the Blendshapes are known as Morph Targets.

Double Click to open the Skeletal Mesh of your Actor, and navigate over to Morph Targets.

You can alter and change some of the weights to see how the character changes, but be sure to reset them back to Auto if you do so.

UG_Face_Morph_Targets_Check.png

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