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Problem when exporting animated Geo to UE4

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Iwalyl polycounter lvl 2
Hello Guys!

As part of my new project I decided to create an idle pose for my character. I know the basics (no deformers, no dynamics, everithing well baked etc) and probably because of that my animation is working. My problem comes because my geometry doesn't behave as it should. The body looks bigger and the clothes suffer some kind of deformation...

In Maya, all looks good...


A look at the outliner in case that helps to understand better how I organized this.


Aaand this is how it looks in unreal. No problem with the animation, just the geometry.


When I export the skellymesh by itself the problem persists anyways so it might not be related to the animation. The animation is rigged and passed to joints, and the mesh is all skin binded to this joints, both body and garments. Anyone that had a similar problem in the past? I feel like is something I messed up with my rigging but in Maya all seems to work... Any help  or tips are  really appreciated, I'm quite blocked on this one :sweat: .

Thank you!

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