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

https://forums.unrealengine.com/attachment.php?attachmentid=52403&d=1439440073

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,

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:

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

Hey ,

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,

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?

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,

Hi Andrew,

Sorry, should have included the link to the Trello item. Here it is: Trello

I’m currently just using FBX & skeletal animation.

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

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)

As stated by Matt 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,

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.

Hi ,

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,

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!

#:heart:

Rama

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

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:

Hi there! I still have this issue in UE4 4.27 version. Was it finally fixed? Has there been a new workaround for this?
I use blender to export the skeletal mesh with a corrective shape key. I check “Tangent Space” and the type of smoothing is set to “face”. In UE4, I have the import normals and tangents checked.
The result is fine in the pose mode, but as soon as the bones move and the corrective shape key is activated, the smoothing groups start to look wrong.

If anyone has a solution, it would be awesome. I have been working on this several days and I found nothing to solve it without duplicating the number of vertices (splitting all the edges), but as the project I’m working on is a mobile VR app, that option is too expensive for me.

for your time!