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Mesh not importing correctly from Maya 2017

I used nCloth in Maya to get the pillows and the sheets to look like they do, and as you can see it works not quite right in the UE 4. http://imgur.com/lP0bY4f , this is how the bed looks in Maya 2017 and how it's supposed to look in Unreal http://imgur.com/eaBL04U

I have frozen the transformation so it's a static object. When I import it to UE 4 I get the error: Warning Bed has degenerate tangent bases which will result in incorrect shading. MikkTSpace relies on tangent bases and may result in mesh corruption, consider disabling this option.

I do not know if that has anything to do with the problem I have. I also tried to just import sheets and pillows separated and they ended like this: http://imgur.com/R2HvOtC , http://imgur.com/XTAD9kF

Hope someone can help me, thanks for your time Kind regards Eirik.

Product Version: UE 4.13
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asked Jan 17 '17 at 12:05 PM in Using UE4

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BeaTzi
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Maybe try to convert the ncloth simulation to keyframes and export it as a skeletal mesh with blendshapes. I know unreal doesnt support ncloth simulation from maya. The only way i know to get cloth working is through apex physx lab.

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answered Jan 17 '17 at 03:44 PM

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