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Is there a way to "weld" a gap between two partial body meshes?

Hello all,

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.

Product Version: UE 4.8
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asked Aug 30 '15 at 10:35 AM in Using UE4

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Wallenstein
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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.

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answered Sep 02 '15 at 01:29 AM

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