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1. Setup Morph Targets

First of all you'll need to configure all facial deformations through Morph Targets (3D's Max) or Blend Shapes (Maya).

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Before going into the Game Engine I suggest you to list the names used in all deformation channels, like what's shown in the image.

2. Create Material

You now need to configure the Material asset you'll use on your Skeletal Mesh.

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In the Material Editor you need to create a scalar parameter for each Morph Target channel configured in your mesh, like what's shown in the image.

3. Import Maps

Now you have to import all the texture maps needed to supply the Material Function and create the effect.

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You'll need 4 types of maps essentially:

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* The standard normal map

* A normal map backed with all wrinkles

* A channel masking the right side of all wrinkles

* As many masks you need to map all wrinkles

4. Link All Together

Now you have all parameters needed to supply the Material Function that will modulate the Normal Map.

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Link the Normal Maps, Maks and all Scalar Parameters (right and left) to the correct link in the Material Function node.

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Then connect the Material Function output to the Material's Normal Map input.

5. Config Blueprint

Now that you have the Material ready you need to configure the Wrinkle Component in the Blueprint which will do the rest of the job.

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Do the following steps:

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Add the Wrinkle Component Plugin

* Set the Material you just created and a name tag

* Add the tag to the Skeletal Mesh Component

It's Ready!!!

You're now ready to enjoy some realtime wrinkle animation... you're welcome!   ;-)

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