Hi there, I have a Low Poly Model that uses OpenSubDiv.
I'd like to use Morph Targets though. Is there a work Flow to apply Morph Targets even though my Model uses OpenSubDiv?
My stack looks like this at the moment:
I tried to copy the Mesh, do the Vertex Adjustments and use a Morpher in the Original Mesh ontop of OpenSubDiv.
But Morpher had no effect on the Mesh
Replies
The trouble with leaving those modifiers there is that they are each dependent on the exact same vertex order coming up to them from below. If you remove or add verts, even by accident, the UVs will be reset, and the Edit Poly will also probably barf.
Anyhow, I would place the Morpher directly below the OpenSubdiv. Just think about the flow of data, upwards through the stack, and it should become evident how it would work best.
Editable Poly provides the base shape > Morpher moves the verts around > OpenSubdiv tesselates and smooths the verts > then Skin moves the verts around even more.
However, do you know a workflow for easily imporing it into Unreal Engine?
Having Morpher Below the SubDiv, Unreal refuses to import the Morph Targets.
Having a Subdivided Model(Morpher ontop of SubDiv/completely collapsed stack) for Morph Targets is a pain in the ass though(even with Soft Selection)
What is the exact error you get from Unreal?
Unreal doesn't give an error. The Morph Targets just don't appear when importing.
I export the FBX as usual.
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/MorphTargets/
https://answers.unrealengine.com/questions/11738/request-opensubdiv.html
I know how to export/import Morph Targets. It just won't import them if Morpher is below OpenSubDiv.
If Morpher is ontop of OpenSubDiv, it works (I have to make Morph Targets with High Polys, though, which is what I want to avoid)
Afaik Mobile and lower DX/OpenGL versions don't have tessellation.
Copy the original Mesh as it is for the Morph Target.
Use Edit Poly to change the Facial Expression
Collapse the Stack including OpenSubDiv.
Add Morpher To Original Mesh ontop of OpenSubDiv and add the new mesh to the Morph Channels.
Works like a charm.