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Morphs / Blendshapes Import Issue

Using UE 4.21, 3dsmax 2014 (and 2017 for this issue)

Several bugs:

  1. "The name will be the name of the channel in the Morpher modifier." (from docs) - doesn't work, i get the names of the picked objects (box01,box02,box03 instead of blink,wink,smile).

  2. Not all morph targets are imported. After lots of experiments (3dmax 2014, 3dmax 2017, various models, and settings), i concluded that the exported file requires ALL Morph Targets (objects picked in morpher modifier) to physically Exist. In other words UE doesn't care or read the morpher modifier, it wants those exact models. This never happened with Unity.

Note: my practice with morphers are to have staked edit polys (blinkLeft,BlinkRight,smile,angry...) on a single object(mesh), then pick them from the morpher. As expected, for my 40 facial morphers i got 1 blendshape in UE (and all 40 in Unity). And yes, there's no difference in exporting with FBX exporter 2014 (3dsmax 2014) or 2017.

1 source for all morphs: alt text alt text

Separate source for each morph: alt text alt text

Note: alt text

Thank you for your attention

Product Version: UE 4.21
Tags:
a1.png (149.0 kB)
a2.png (982.2 kB)
b1.png (150.0 kB)
b2.png (931.9 kB)
note.png (168.7 kB)
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asked Dec 29 '18 at 11:49 PM in Bug Reports

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KayCornea
1 1

avatar image Jeff A ♦♦ STAFF Dec 31 '18 at 04:20 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

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