SkeletalMesh LOD Morphing
I have a character with multiple LODs each with the same morph targets shaped for that LOD. How can I go about importing this correctly. I import the base LOD and that come in with morphs, I will then try to import LOD 1 and it doesn't work with morph targets with the same name, or import ones with other names.
How do you handle this correctly? I'm not sure what's going wrong.
Should the morphs have the same names? That would certainly be logical to use them. In my file they are currently prefixed 0_morph1, 1_morph1. I could try changing things but I don't think that's the issue.
I have tested adding morphs using the same name throughout but only LOD 0 is effected.
Really confused here, having to work with highest LOD only now till I can figure out how this is supposed to work.
I've got it working now! Ok so what you have to do in maya is create two blendshape meshes; One for lod0 and one for lod1. Makes sure you give them the same name. In maya its only possible to give two meshes the same name if they are not in the same group or both not in world space. (see image outliner) Create the blendshape deformers. Create the lod groups as shown in the fbx skeletal mesh pipeline doc. ( select lod0 then lod1. menu->Edit->level of detail-> group) Bind the meshes to the skeleton (can be done at any time). To export make sure you select the lod group AND the meshes in it then the skeleton's root and export. In the fbx export settings make sure animations is checked and deformed models and skins and blendshapes. Now go to UE4 and import. Make sure you check 'import morph targets' and 'import mesh lods'. Now with one slider you control both meshes their lods.
Let me know if you have any trouble and if you get any error messages.
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