Hi guys i am currently have a problem with the normal of my rigged character when it has eyes closed. I tried every setup to import my character in UE5 but nothing change. Can someone help me to fix this problem please?
Thank you
These are the settings from the game exporter of maya
Replies
is this just the geometry or is there a normalmap on top as well? as its pixelated i assume this error comes from the normalmap. not the mesh itself?
it's just the mesh , there is not normal map applied
what import settings are you using? if the same fbx works okay inside maya or another 3d app (or windows fbx viewer) then its definitely the import in unreal. some mesh compression. but its odd, we worked with very dense meshes in UE5 an this didnt happen yet
compute normals does alter the mesh tho, so maybe thats the crux? we had to use import normals, as compute would "punch holes" into our dense meshes.
there are one of the settings that i tried , i think are the default settings. I also tried other normal import method like : "Import normals" and "Import normal and tangents"
ah ... and if i bring my character in UE5 with already closed eyes that thing disappear but instead when i reopen the eyes there is the same problem on the lid
i'd just try what "import normals" does, but be aware this has implications on how to process the mesh for baking. tho with that density it might not really make a huge difference
Sorry Neox does not change nothing with "import normals"....
https://answers.unrealengine.com/questions/979839/mesh-normal-not-effect-by-joins-positions.html ... also i found this but it didn't resolve my problem but i think it's the same problem ... maybe??
Unless you have a specific reason for it, there is no point letting UE recalculate/modify the surface information of your mesh on import. Therefore you should likely also untick the computation of weighted normals. Especially since that could mean that all vertex normals would become locked - and therefore unlikely to blend smoothly over blendshapes that stretch things alot (like in the case of ... eyelids.)
That is all conjecture though, can't tell for sure without test files.
I found out that even in maya there is the same problem and i don t why before didn't show me this but i am not sure is the same problem that i have in UE5. If they are connected the two thing, how can i resolve this? it seam is like the blendshape is changing vertex normal? ( the blendshape is before the skincluster)... btw is my first time working in this field, with rigging and facial animation, sorry if i sound confusing about it.