(Youtube links)
- Forehead.
- Cheeks laugh lines.
- Eye laugh lines.
- Lips
If you open the CC_Textures folder, you will find a set of normal maps that is used by this Asset. In short, on every time when curve of your face is changed the material function will get those curve values and use them to generate a single normal map and apply it on the character. It will not affect your mesh in any way, only normal maps are used in this package.
- In order to use this package you need to install a Reallusion`s Auto setup plugin into your project.
- This package was tested only in Unreal Engine 4.26, so keep in minds that older versions might not work.
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Clone or download this repository.
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Move DynamicWrinkles folder from this repository into your YourProject/Content folder.
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Open your DynamicWrinkles folder and locate AddWrinkles_CC material function, we'll need it later.
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Go to Content/CC_Shaders/SkinShader and open RL_HQSkin material.
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Locate the pin connected to the Normal input
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Follow the pin to the bottom
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Drag & Drop AddWrinkles_CC function from the DynamicWrinkles folder into this place and connect correspondingly.
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Go to the place where your character is located and open Skeletal Mesh.
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At the left side of the screen locate the Material instance for character's head.
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Enable the wrinkles. Settings below may require configuration later.
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Create an Animation Blueprint for your character. Left click on your Skeletal mesh -> Create -> Anim Blueprint. Note that if you're planning to use new ARKit curves from CC 3.4, you probably already have Animation blueprint from this guide
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In the Event Graph connect Event Blueprint Update Animation node with Process Wrinkle Curves CC node. Use "wrinkle" keyword to find it.
For the blueprint from ARKit, just place the node at the very end of the BP logic.
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Connect Self node to the Target input.
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Open the AnimGraph tab and drag the animation, or use the test animation provided by this repository. If the wrinkles on the face is barely visible in the preview window, it is possible that you need to tweak settings in the Material Instance.
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To see your animation during gameplay you will need to select your character in the World Outliner and select your Anim Blueprint in the settings.