Maya to UE4 FBX export blendshape issues
I'm having an issue with exporting an animation that uses corrective blend-shapes driven by the joints. The blend-shapes do export because I can see the sliders change with the animation in UE4, but it looks like the shape isn't deforming as it should in contrast to how it looks in Maya. I have all the proper check boxes checked, I even tried baking the animation/simulation, using older/newer versions of the FBX plugin but nothing works.
I'm at my wits end, hoping somebody here may be able to solve my problem.
asked Dec 26 '16 at 07:30 PM in Everything Else
I FINALLY FIGURED IT OUT!!!!!!!!!!!!!
The solution was so simple I lost my mind.......Classic Linear skinning.....that's it............I had Dual Quaternion activated.........2 weeks.......gone...no google search made any mention of this when it came to exporting with FBX.
answered Jan 04 '17 at 07:30 AM
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