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Morph messing with smooth groups

I have a problem with the mesh of my character, when the character moves the leg, there is a MORPH TARGET to fix deformations. The problem is when this morph target gets active, a weird shadow appears, seems like is reading the normals of the MORPH MESH and not the normal of the final result

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Product Version: UE 4.8
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asked Aug 14 '15 at 03:26 AM in Rendering

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2 answers: sort voted first

Hey osukaanimation,

Thank you for taking the time to report this issue. This is currently a known and reported bug UE-19861. We are still in the process of fixing this issue so any additional information or assets you may be able to provide in order for us to reproduce it on our would, would be mutually beneficial.

The reporter of the issue found that that exporting the FBX morph target file from the Engine back into Maya, re-exported it from there, and then re-imported. The issue was resolved. Let me know if this workaround worked for you as well, or if you have further questions.

Thank you,

Andrew Hurley

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answered Aug 31 '15 at 06:10 PM

avatar image piXelicidio Feb 16 '16 at 10:07 PM

I'm having a very similar problem, but my goal is to keep my character loook LowPoly without any smooth. Then when I modify the morph value different than 0 the smoothing thing starts to appears. Look the two images attached:

alt text alt text

I'm using 3ds Max, and UE4 version 4.10.2 Tried every import options nothing works.

avatar image Ed Burgess ♦♦ STAFF Aug 03 '16 at 08:13 PM

Hi piXelicidio,

I found a good work around for your specific case. Select your mesh in 3dsMax and while in the edit poly modifier, select all of the vertices and click the break button. This will physically split all of the faces into separate elements making smoothing impossible. You will have to do this will all of your morph targets as well.

When you re-import your mesh it will have that multi-faceted look that you want and work with morph targets.

Good luck with your project,

Ed Burgess

avatar image AndrewHurley Feb 17 '16 at 03:33 PM

Hey piXelicidio,

I just looked into an update for this issue, and it is still currently backlogged. Resources are dedicated elsewhere at the moment.

Currently the import normals and tangents option only applies to the base mesh. The reason for this is due to blend shapes not containing normal or tangent data in the FBX file (when you export a mesh to FBX it does not compute this data for blend shapes and the blend shape data has methods to get it anyway). We've reached out to Autodesk to implement this but unfortunately I don't believe this will make it into the next FBX release. I am going to try a different approach to calculate the normals and tangents from the blend shape manually but I doubt it will look perfect but probably better than using the normals from the base mesh. You'd have to use the unreal calculate normals method for now.

Thank you,

Andrew Hurley

avatar image jmalaska May 16 '16 at 12:25 AM

Hi Andrew -- The Trello board mentioned this was fixed in 4.12. I tested in Preview 3 but still can't resolve it. Is there anything I have to do exporting the FBX from Maya to fix this?

avatar image AndrewHurley May 16 '16 at 03:37 PM

Hey jmalaska,

I just checked the bug report and the issue is still marked as unresolved. I am looking at the UE4 Roadmap trello board, and did not see where this was mentioned as fixed?

We did add support for the alembic importer so be sure you are exporting from Maya using the correct alembic import/export workflow. I am sure if you search google or youtube you can find tutorials and information on how to go about doing this as well.

Thank you,

Andrew Hurley

avatar image jmalaska May 16 '16 at 04:33 PM

Hi Andrew,

Sorry, should have included the link to the Trello item. Here it is: https://trello.com/c/CWjeubrr

I'm currently just using FBX & skeletal animation.


avatar image AndrewHurley May 16 '16 at 05:23 PM

Thanks for the clarification. I am going to add this information to the feature request to investigate its integration.

avatar image dragonfly1 Jun 21 '16 at 12:15 AM

Hey Andrew,

I'm also experiencing this issue. You mention exporting the FBX morph target file from unreal. Other than exporting the Skeletal Mesh, which doesn't bring morph targets with it Link, is there a different way of exporting the morph targets? I've had no luck exporting morph targets from the engine into other software (Maya, Max, Blender)

avatar image AndrewHurley Jun 21 '16 at 01:32 PM

As stated by Matt Williams on the post you linked, there is currently a bug in for being able to export morph targets from Unreal into an external modeling program. This is all the information I have on this specific topic at the moment.

I suggest making sure you follow that post you linked to me, so that when an update to the issue is made, an epic staff member will provide the new information within the post.

Thank you,

Andrew Hurley

avatar image yuu Aug 03 '16 at 05:35 AM

Hi Andrew,

It was improved by fiddling the source of the engine. There are circumstances, but it is impossible to put an image with improved source was post mounting method to JapaneseSection.

link text

We want you to contact the Japan of Epic support if necessary. Thankyou.

avatar image Rama Feb 01 '17 at 08:35 AM

I tested on 4.11 release and by changing compute normals to import normals and tangents (mesh import screen), the artifact of the smoothing groups on the mesh changing due to the imported morph went away!


avatar image jmalaska Jun 07 '17 at 04:19 PM

Hi Yuu, did Epic ever integrate the fix you made? It looks great.

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if anyone is still searching for an answer, this is what worked for me.

i wanted to import a low poly model, mine craft character rig, into unreal engine and was having issues with morphs and blend shapes... i used blender to export FBX, settings of the export that worked for me are shown in the image below:


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answered Jun 27 '18 at 09:50 PM

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