Hello, I’m using ReadyPlayerMe avatars in my UE5 project, combined with ConvAI elements.
The issue I’m facing is that the avatar look changes once I set up the Character ID from my Character Description on the Covai web site.
Is there any way to keep the original RPM skeletal mesh look even after adding the Character ID to the blueprint.
The final idea would be to keep the RPM original look and get the ConvAI chat functionality.
Thank you for reaching out! Could you share a bit more detail on how you integrated ReadyPlayerMe avatars? Are you using the Convai ReadyPlayerMe Plugin?
If so, you should be working with the ConvaiRPM_Character blueprint. Please open it, remove all the existing blueprints inside. This should prevent your character looks from being overwritten.
Thank you for your feedback @Mohamed .
Yes, I integrated the RPM avatars using the Covai RMP Plugin,
and using the ConvaiRPM_Character blueprint as base.
So inside the stock ConvaiRPM_Character blueprint I replaced the Skeletal mesh of the original character with the new downloaded GLB file from the RPM web generator.
All works fine, until I set up the Character ID in the Blueprint side panel (Convai Info).
At that point, the character switch from my RPM character into one that’s set up on the Convai web interface.
Here’s the video of the process:
Can you help me @Mohamed ?
Not sure what you meant by “Please open it, remove all the existing blueprints inside.”
Which blueprints should I remove?
The RPM characters are now working fine, except for the mouth movement, and the Morph targets which seems to be a bit of a pain in the ass to make them work properly.
When importing the RPM .glb file, all the Morph targets gets automatically renamed and the mouth animation doesn’t work. Can’t rename them…
smh….need to find a solution for that…