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[Closed] Similarly Named Morph Targets Not Importing

Dear Friends at Epic,

Here's how you can reproduce this:

make simple skel mesh, that has a bunch of morph targets, at least 4, that are named like:

 move1
 
 move2
 
 move3
 
 move4

I am finding that UE4 is only importing the first letter of the morph target name most of the time, sometimes it will autogenerate a number extension like _1

but

in the majority case I'm finding that morph targets that start with same first several letters are not importing correctly and only the first one gets imported as M and the others not at all


My Solution of Necessity

At present I am having to name my morph targets like A B C D etc just so they will all import

not sure what I'd do if I had more than 26 of them....

Please address this at your convenience :)

Rama

PS: any reason you can just import the entire name of the morph target?

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asked Mar 11 '14 at 03:25 AM in Using UE4

avatar image

ue4-archive ♦♦ STAFF
49.9k 3658 1983 9111

avatar image Ateruber Oct 11 '14 at 05:28 AM

The first letters morph should not be the same

UE4 then import all your morph targets

morph.jpg (36.3 kB)
morph_ue4.jpg (23.2 kB)
avatar image Tim Hobson ♦♦ STAFF Oct 13 '14 at 03:51 PM

This is an archived post that is no longer being tracked from our UE4 Beta. It may contain outdated information.

I'm closing this thread now.

Tim

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The question has been closed Oct 13 '14 at 03:52 PM by Tim Hobson for the following reason:

archived post generating comments


1 answer: sort voted first

Hi Rama,

We have tested this with both 3DSMax and Maya, and we have not experienced this issue. In both cases, we named the morphTargets: move1, move2, move3, and move4. Upon importing into Rocket, the morph names displayed in Persona all match the original.

Let us know if you have any more information for how you are able to reproduce this issue. Also please let us know the 3DSMax and FBX versions you are using.

Cheers!

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answered Mar 11 '14 at 03:25 AM

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ue4-archive ♦♦ STAFF
49.9k 3658 1983 9111

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:25 AM

I'm using 3ds max 2013, FBX 2013,

So I did a test:

FBX with 7 morphs, named move1, move2, move3,

only 2 of them imported

 M
 M_1


FBX for you on DropBox

 NathanLyer/morphingnametest.fbx


I had to delete original morph meshes because they were importing along with the main mesh as actual mesh asset = big triangle count and processing time

Let me know what you discover!

Pics for you!

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:25 AM

alt text alt text

morphs.jpg (362.7 kB)
morphissue.jpg (215.2 kB)
avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:25 AM

Thank you for the asset. We do see the issue when importing it.

Our previous tests involved Maya 2013 and 3DSMax 2012, and we experienced no issues. We will continue our investigation with Max 2013 to determine if the fault lies there.

Cheers!

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:25 AM

Okay, let me know if I can provide any other info!

Good luck!

:)

Rama

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:25 AM

Just an update that I had the exact same problem with a completely different fbx file made from scratch

the one I've already uploaded is the same idea, but if you want this other fbx as well let me know!

I had two morphs

 Shape1
 Shape2


Upon import:

 S


Only 1 imported and with only 1 letter name again

So once I again I had to resort to naming the morphs A and B so that they would both import

:)

Rama

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:25 AM +

any update on this?

hoping this will make it in before next version :)

Rama

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:25 AM

We reproduced the issue from scratch using 3dsMax2013 with FBX2013 and we have reported the issue. It will not be fixed in the upcoming Beta build.

Until the issue is resolved in a future Rocket release, I recommend either staying with your system of naming morph targets with different beginnings, or looking into using other 3D software or other FBX versions for exporting the morph targets.

Cheers!

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:25 AM

okay, glad to hear the issue is reported now!

It's really not a big deal unless a single asset needs more than 26 morph targets, which I dont think I will in near future :)

Thanks Stephen!

Rama

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