Hi,
I have been dealing with this for a while now so I decided to ask here. (Sorry for this being so long, I am trying to be as descriptive as possible.)
I am trying to create a simple character customization for my WIP project as seems logical I reached out to Morph targets my workflow is as follows:
- Create character in Makehuman (Exported as FBX)
- Create several morphs of that character (Each exported as FBX)
- In Blender join these targets as shape keys
- Import to UE4
- Retarget animations
Everything works fine IF I do not change the height of the model using a morph target for height. And by everything works I mean all the animations behave as expected, all non height related morphs do modify the mesh as they should etc…
But once I modify the height morph target this happens:
The body and the hands get significantly deformed.
Please note this is a Mixamo based animation, but happens the same on retargeted Mannequin animations.
Significant things to note:
- The morph targets look ok when there is no animation playing
- In Blender if I move the bones while the shape key value is modified there is no deformation happening
- If I import the animation into Blender the mesh gets deformed as well.
The skeleton bones are
male_t
Root
pelvis
spine_01
spine_02
spine_03
clavicle_l
upperarm_l
lowerarm_l
hand_l
index_01_l
index_02_l
index_03_l
middle_01_l
middle_02_l
middle_03_l
pinky_01_l
pinky_02_l
pinky_03_l
ring_01_l
ring_02_l
ring_03_l
thumb_01_l
thumb_02_l
thumb_03_l
clavicle_r
...
neck_01
head
thigh_l
calf_l
foot_l
ball_l
thigh_r
calf_r
foot_r
ball_r
Things I have tried so far:
- Change the pose from A to T (Easier retargeting from Mixamo)
- Uploaded T pose character(with Morphs) to Mixamo and let them do their work
- Uploaded T pose character(without Morphs) to Mixamo and retargeted to morph capable model
- Changed all settings that came to mind during the import(Smoothing groops, update skeleton pose, use T0 as ref pose and others)
- Used UE4 4.19-4.21 to try things out
The skeleton I used in Makehuman is GameEngine(tried it with others as well with no change), for the A pose I used a blender script to get the bones to the correct position and adding the twist bones(so it is more or less compatible with UE4 skeleton). This is why I tried the T pose which is just plain T pose with no extra modifications done during the morph target creation process.
I am pretty sure I am missing something obvious somewhere, did anybody run into this and managed to resolve it? Any ideas what to try?
I understand that this is probably the animation issue as it happens both in UE4 and in Blender, I also tried multiple from both Mixamo and the Engine content and all have the same issue.