Blendshape and skeletal animation
I have very simple animation playing on my character:
Now it is all fine, until I apply blendshape, which makes my character - for example - larger.
Then I get something like this:
As you can see, hands are very oddly stretched. Its like skinning information is not consistent with new blend shape vertex position. Any idea, how to handle that?
asked Dec 05 '16 at 12:59 PM in Using UE4
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