#Morph Targets for UE porting

10 messages · Page 1 of 1 (latest)

alpine timber
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i recently noticed that when porting to blender, the meshes contain shape keys for facials which can be exported to ue/uefn as morph targets. but when porting directly to ue from fp there are no morph targets. not sure if there is supposed to be but it would be nice to have them when porting directly.

mild frigate
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Does UE use morph targets for that or would it be better to have FP import the actual PoseAsset definition so that the full curves are there?

alpine timber
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i'm not sure. i just know that if ported to blender and exported to ue/uefn the shape keys show up as morph targets, which are really useful for use in the sequencer.

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right now there's neither so anything would be better lol.
not sure if it's possible but physics assets and rigs from the games files would be the cherry on top 😬

teal venture
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at least hair shape keys

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no pose asset recreation rn but that can work in the future probably

alpine timber
teal venture
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will do

hidden cloud
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Hello, so I have had luck bringing in shape keys from Blender into UE morph targets. I do this so I can get the facial animations from emotes. Basically you have to bake the shape keys into the mesh and then bring into UE.