I am using the latest LipSync version and Slate v1.98. The option “Use Instance Hide Original” basically does exactly what it says :). The original gameobject (the whole actor gameobject) is hidden, and an instance of it is created for the duration of the cutscene which instance now becomes the actor. All clips within that Actor Group should now reference the new instantiated actor gameobject and act upon it. Do you by any chance have a separate Actor Group with this option enabled, where each actor group is referencing a different mesh from within the character?
I have just also tried with the option “Use Instance Hide Original” (with the example character LipSync comes with) and everything still works fine. What do you mean by “stiched” meshes however? Please note that all action clips that act upon a component (like in this case LipSync component), do so on the first component of the required type found either in the root gameobject or any children gameobjects of the Actor.
Can you please share a bit more information of your cutscene and your setup?
Thank you in advance.
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