Blend Shapes / Driven Keys / Animation : Maya Rig import problems.
I'm having problems importing my Rig to Ue4. My rigged character animation works fine in Maya.
All skeletal animations work when imported but the blend shapes are no longer animating. The jaw and eyelashes of my model's face are controlled by driven keys attached to the facial blend shapes. I read somewhere that driven keys would still work.
As you can see from these screens the jaw is not staying constrained to the blends and both jaw and eyelashes appear to invert horribly when any of the facial blend shapes are activated.
At first I wondered if my skin weights had got messed up somehow. Also perhaps my joints are not set up properly in the face?
I have tried a number of import/export methods via FBX with varying results. Is there a good way to go about trouble shooting a rig like this for use in the engine?
If anyone can point me in the right direction I would be eternally grateful!
asked Mar 24 '15 at 06:49 PM in Using UE4
Let's try to isolate the issue. Try baking down everything in the scene.
So in the HumanIK rollout, bake the animation to Skeleton. This will delete the rig and just give us joints.
Next, bake out all the blendshape driven keys. On the blendshape node in the channel box, select the channels for all the blendshapes and run a BakeSimulation on them (with the selected channels option set).
These should help us at least isolate things to start.
Also it looks like you might have 2 blendshape nodes. Try deleting one and, after trying the above, see if that works.
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