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…
I too have a similar issue with my FBX but it's not with the Classic Linear skinning, I am experiencing a problem with my rig where I applied blend shape to my eye movement (eye lids moving with eye ball) while using either connection editor/set driven key to drive the movements. The connections break in my FBX export. I…
Although it is very late, I leave a reply here maybe this can help others : 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…
So I finally figured out it!!!!!!!!!! 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…