Generate face animation assets
- Save one or more generated voice lines as SoundWave assets.
- Open Face Animator.
- Choose the folder that contains the SoundWave assets.
- Scan the folder.
- Select the audio assets you want to process.
- Choose a compatible MetaHuman face skeletal mesh or skeleton in the panel and set the animation options.
- Generate the animations.
- Use the preview viewport to check the audio and animation sync.
Face animation options
Generation uses Epic's MetaHuman audio-driven pipeline. Cancellation is checked between input waves and may wait for the current solve. Review the resulting motion and audio sync; this does not provide automatic facial animation for every character rig.
| Option | What it controls |
|---|---|
| Target face mesh | The skeletal face mesh used for preview and generated animation setup. |
| Mood | Auto or manual mood direction for the facial animation. |
| Generate blinks | Adds blink motion where supported. |
| Head movement | Adds broader head motion when enabled. |
| Mouth only | Limits output to mouth/jaw controls when you do not want full-face motion. |
| Output subfolder / prefix | Defaults to Anims inside each input SoundWave's folder and the prefix AS_. |
| Overwrite existing | Existing animations are preserved. With this option disabled, existing output is skipped. With it enabled, a name collision reports an error; choose a different output subfolder or asset prefix to generate a replacement alongside the original. |