Is there a way to "weld" a gap between two partial body meshes?
I am setting up a character customization system. I decided to go for a two part character where the head and the body are two separate meshes that use the same skeleton. I am using Poser characters with reduced polygon count which I route through 3DS to set up the morph channels. So far most everything works fine.
The body and the head have a separation borderline which, in the unmorphed state, is invisible. When I apply morphs to the body and the face, there can be a visible gap between the two, which I expected and which I would be willing to live with if there is no solution. However it would be nice, if I could somehow "weld" the vertices of the body and the head which are on the same location in the unmorphed state together. Of course they are two different meshes and I can't just "make the vertices one", but perhaps there is a way to achieve this, perhaps by combining two meshes into one at runtime or so?
Thanks for any idea.
asked Aug 30 '15 at 10:35 AM in Using UE4
I found an answer to the problem and I post it here in case somebody else has the same problem.
The reason was not really the morph, but rather that I gave each skeletal mesh inside the blueprint it's own Animation blueprint. Although both animation blueprints were identical, I assume each mesh got it's own copy and thus the animations went divergent over time.
The correct solution is to assign only one Animation blueprint to a mesh that is selected as master and then add a call to SetMasterPoseComponent in the BeginPlay event of the animation blueprint. This way all other meshes will become slave and use the animatino data of the master mesh.
answered Sep 02 '15 at 01:29 AM
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