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?
Thank you
You can’t import constraints into Unreal Engine. For such setup you should consider using Morph Targets (Blend Shapes).
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?
In general - yes. When you export your morph targets (shape keys) you will be able to control their weight value via animation curves.
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?
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.