Unreal plugin

Animation nodes

Three AnimGraph nodes bring the face and gaze to life — non-destructively.

IAMX ships three purpose-built AnimGraph nodes that layer a live, conversational performance on top of whatever your character is already doing. Right-click in any AnimGraph, type "IAMX" in the node search, and you'll see them appear. Drop them into your pose chain and wire them up — no rebuild of your existing animation setup required.

The defining principle is that every one of these nodes is additive. They read the pose flowing into them and blend their contribution on top — mouth shapes, eye direction, head rotation — before passing the result along. Your idle loops, gesture montages, locomotion blendspaces, and hand-authored keyframes all keep running underneath. Nothing you built is overwritten, and if IAMX has nothing to say at a given frame, the pose passes through untouched.

New to the plugin? Wire up your first character in /docs/quickstart, then come back here to connect the face and gaze.

How the nodes fit together

You'll typically use two Animation Blueprints on a character: a Face ABP that drives facial blend shapes, and a Body ABP that drives the skeleton. IAMX has nodes for both. In each graph the rule is the same — insert the IAMX node(s) between your existing pose and the Output Pose, so they get the last word on the parts they control.

Read

Each node samples the incoming pose so it always blends relative to your current animation, never from a bind pose.

Blend

Only the affected channels are touched — mouth and jaw for lip sync, eye bones for gaze, neck/head for head look-at.

Pass through

Everything the node doesn't drive continues downstream unchanged, straight to the Output Pose.

Face Animation Blueprint

In your character's Face ABP, add two IAMX nodes just before the Output Pose. First the lip sync node applies the streamed facial performance; then the eye look-at node aims the gaze. Chaining them in this order means the eyes are placed on top of the fully-formed facial expression.

[ existing pose ] -> [ IAMX Lip Sync ] -> [ IAMX Eye Look At ] -> [ Output Pose ]
  1. Open the Face ABP — the one that already drives your character's facial rig.
  2. Find the Output Pose — locate the final pose pin at the end of the AnimGraph.
  3. Insert IAMX Lip Sync — right-click, search "IAMX", and drop it in. Connect your existing pose into its input.
  4. Insert IAMX Eye Look At — add it after the lip sync node, feeding its output into the Output Pose.
  5. Compile & save — the moment a conversation begins, the mouth moves in sync and the eyes find the player.

Because both nodes are additive, your character can still blink, emote from a facial montage, or run a baked expression underneath — IAMX only writes the channels it owns.

Body Animation Blueprint

In the Body ABP you add a single node. The head look-at turns the head toward the player so the character feels present and attentive, while your locomotion, idles, and gesture layers keep driving the rest of the skeleton.

[ existing pose ] -> [ IAMX Head Look At ] -> [ Output Pose ]
  1. Open the Body ABP and scroll to the end of the AnimGraph.
  2. Insert IAMX Head Look At — right-click, search "IAMX", place it right before the Output Pose.
  3. Re-route the final link — feed your existing pose into the node, and the node's output into the Output Pose.
  4. Compile & save — the head now tracks the player during conversation, within natural limits.
Keep the head look-at as the last node in the body chain. Placed after your gesture and locomotion layers, it corrects the head on top of them rather than being flattened by a later blend.

The three nodes at a glance

NodeGraphWhat it does
IAMX Lip Sync Face ABP Applies the streamed facial performance — mouth, jaw and expressions — driven live by the character's speech so the visemes match the words being spoken.
IAMX Eye Look At Face ABP The eyes find and track the player's camera during conversation, giving natural, focused eye contact instead of a dead-ahead stare.
IAMX Head Look At Body ABP Turns the head toward the player with natural rotation limits and smoothing, so the character orients to whoever it's talking to without snapping or over-rotating.

Tuning

Each node exposes a small, focused set of controls so you can match the character's personality and the physical setup of your scene — a kiosk camera at eye height behaves differently from a seated desktop view. All tuning is non-destructive: it only shapes IAMX's additive contribution and never alters the animation underneath.

Lip sync

Eye & head look-at

Start with the defaults. They're tuned to read well on a MetaHuman face at conversational distance — adjust only the one or two values that don't fit your specific camera and character.
If the eyes or head look "stuck" straight ahead, the look-at target usually isn't being fed a valid camera during conversation. Confirm the conversation state is active and the player camera is resolving before you reach for the tuning sliders.

Works with your rig

The nodes work on MetaHumans out of the box — no mapping, no setup beyond wiring them in. Driving a custom character with its own facial rig? Point the lip sync node at your own blend shapes and it applies the performance directly to them. See /docs/custom-avatars for the mapping walkthrough.

Next steps

Blueprint API

Trigger speech, drive conversation state, and hook events that the nodes react to. See /docs/blueprint-api.

Custom avatars

Map the performance onto a non-MetaHuman face rig. See /docs/custom-avatars.

See it live

Try a talking character and grab the plugin from the live demo & panel or releases.

Questions about a specific rig or blend shape setup? Ask on the forum, or read setup deep-dives on the blog. Source and issues live on GitHub.