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Exporting or converting skin morph from 3ds max

I know how to use and export a 3ds max morph modifier to UE4, but max's skin morph modifier allows for a much better workflow for creating bone-driven blend shapes. Unfortunately, it doesn't seem to export via fbx. I don't mind hooking up the bone drivers via blueprint in UE4, but I'd like to know if anyone knows of a good way to transfer and utilize the skin morph data. Even if it's a script that will convert the skin morphs to morphs in max, that would work, too.

I'm currently stuck using Max 2012 and the 2012 fbx exporter, so if more current versions of the exporter accommodate skin morphs, that would be useful information, as well.

Thanks in advance.

Product Version: UE 4.11
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asked Jul 15 '16 at 01:31 PM in Using UE4

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avatar image RVillani Sep 13 '16 at 06:22 AM

Here's a thread on the subject. Unfortunately, though, they have not yet found a proper solution.

avatar image kphammond9 Sep 13 '16 at 06:40 PM

Thanks for the link

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Well, there's still no perfect solution. But I've found an option in 3Ds Max Morpher modifier to see changes in real time as you modify the morph target mesh. It's called Automatically Reload Targets.

I've made a video about it that shows it working. Hope it helps someone. It's not the perfect workflow, like Skin Morph, but it's better than having to manually reload the targets to see the results every time you make a change.

Video of it here.

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answered Sep 22 '16 at 07:57 AM

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