Hi, I'm hoping somebody can help me solve this issue I'm having in Maya 2016.
I have a rigged character that has corrective blend shapes driven by the joints. I'm exporting to UE4 and everything exports just fine; the meshes, animation, and blend shapes but the actual deformations from the blend shapes don't.
I can see the sliders moving in the morph target previewer but it's not deforming correctly. I did a simple test with a skinned cylinder with one blend shape and it's the same issue.
The problem definitely is Maya's FBX exporter but nothing I try works.
I've tried: Baking animation on bones, mesh, and blend shape node
Trying older/newer versions of the fbx plugin
Uninstall/reinstall Maya and delete the preference folder
Nothing works....these are my export settings
I've been trying to solve this for the past week with no luck. I'm hoping somebody more tech savvy than me can help me find the solution to this
Here is the link for my cylinder test scene if anyone wants to check it out
https://drive.google.com/open?id=0B8CFiFlLXFp0R3VoWXVNaUNvbE0 Thank you for taking the time to read my post.
Replies
The solution was so simple I lost my mind.......Classic Linear skinning.....that's it............I had Dual Quaternion activated.........2 weeks.......gone...no google search made any mention of this, not even anywhere in the Unreal Documentation.......
So that no other soul may suffer my fate, and that this shows up in "fbx blendshape issue" google searches. You can only use Classic Linear skinning when exporting with FBX.
Thanks,
fbx does not support driven key node so you cannot bring it out. blendshape need to be baked .
Step by step : select the mesh, then select the blendshape node in attribute column, edit>keys> bake simulation (option : check "selected" instead "below"). done.
reference :
https://www.youtube.com/watch?v=c42mRMYWNbE&t=295s