We're using different animation with same Skeleton asset.
The animation has different distance between bones, and retarget to one skeleton.
Here is my problem, is there a way to retarget FaceFX animation like its so.
Our team are encounter this problem, the face (eye, mouth, nose, and ear) are wrong position to play.
Maybe you can help us to resolve the problem, thanks.
It sounds like you are using the FaceFX plugin for UE4 and you want to support additive blending. Support for Additive Blending in older versions of the engine (before 4.21) was in the animation blend node, but since February, there is a project-wide setting that can be over-ridden on a per-actor basis. See the issue here:
https://github.com/FaceFX/FaceFX-UE4/issues/155
Yes, we're using UE4 plugin.
We will try this setting.
Thank you for your answering