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Can I import Blender constraints?

Hello,

I have a model that I use as a template for making characters. It has a bunch of convenient slider bones that let me change proportions of the character's body. They are set up like a mixing board so I can drag them left/right to get custom character models.

I notice when I try to import this type of set up, even if I parent all my bones to a root bone it won't import. The error is simply "Failed to import". It seems to work fine when I don't have any sliders or constraints.

Can these constraints be imported into UE4?

If not, is it possible to implement them using BluePrint?

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Thank you :)

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asked Feb 27 '15 at 12:38 PM in Using UE4

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DanPlayer
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avatar image IanBreeg Feb 27 '15 at 12:56 PM

You can't import constraints into Unreal Engine. For such setup you should consider using Morph Targets (Blend Shapes).

avatar image DanPlayer Feb 27 '15 at 10:26 PM

Okay, thanks.

I didn't realize Unreal could do this, I know the technique by a different name called "Shape keys". Was curious about this Morph Target business.

So just to confirm I will be able to control the various channels using a blueprint, yes? Also, just to confirm, it should play nicely with my skeleton and animations, right?

avatar image IanBreeg Feb 27 '15 at 10:44 PM

In general - yes. When you export your morph targets (shape keys) you will be able to control their weight value via animation curves.

avatar image DanPlayer Feb 28 '15 at 05:53 PM

Thanks.

Good info. I'm making progress.

A problem that has arisen is if I change the proportion of the doll using shape keys (morph targets) the bones don't get scaled to reflect the changes in proportion. It causes the system to explode in Blender. I assume it applies the transformations in the wrong order and in the wrong coordinate space for it to work that way.

What will I have to do in Unreal to prevent the system from exploding this way?

avatar image DanPlayer Feb 28 '15 at 08:51 PM

Okay, I confirmed that unreal will do the same thing as Blender applying the pose transformations after the morph transformations. This creates an explosion effect. Perhaps I'm missing something elementary here. Anyway, I think it's become a new topic so I'll ask a new question.

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