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Import isn't Bringing in Correct Skin Weights.

I'm trying to import a facial animation into UE4, the mesh animates fine within Maya but when I import it into UE4 (and Max as well) the weighting is completely different and broken.

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Product Version: UE 4.11
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asked May 20 '16 at 10:42 AM in Using UE4

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ZombieDawgs
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could be because of skinning method. make sure its classic linear. ue4 doesn't support dual quaternion method as far as i know. ps. yes its 1 year passed, but maybe some1 else looking info aout that problem

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answered Mar 31 '17 at 03:36 PM

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fleroshi
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