


You can’t wire corrective morphs using the reaction manager because the morphs will have to be additive. Hope this helps and we hope in the future skinmorph would be supported, but this has more to do with Autodesk and FBX than unreal I suppose. I am still confused as to why “resample all” is left unchecked in FBX by default and what its exact purpose is, I am assuming it is creating linear curves between keys thus preserving the “integrity” of the motion, if someone can shine some light on this info it would help understand it better. IMPORTANT note: Always have “resample all” option checked in FBX options while exporting such a setup from 3ds max to unreal otherwise the animation in unreal would play incorrectly. a custom script interface would make it better if you are familiar with max script. Use reaction manager in max to manually setup joint based angles linked to standard morpher in max to do the corrective shapes, this is a longer process but its the only solution right now. The reason for this is that skinmorph is not only incompatible with unreal/FBX but also it is a modifier that is stacked on top of the skin modifier, FBX does not like if something is stacked on top of skin and prefers to have skin to be the last modifier on top, therefore it would produce an error and not export skinmorph. I can confirm that “SkinMorph” in 3ds max to unreal is not supported and will not work. The only information I have is this: - This involves setting the morph targets via blue prints based upon bone rotation.ĭid you test to make sure your blender FBX that you export with corrective skin morphs actually works in UE4? I’m surprised Blender can do it, but Max can’t. I’m currently using 3d studio max 2014 and am looking into exporting corrective morphs with the FBX. To all 3ds max users, how do you export corrective morphs for your characters animations into unreal? I’m sure there are a lot of developers that uses 3ds max with their unreal game development. So how come 3DSMAX can’t provide this fundamental thing? I know UDK has the ability to import morphs a long time ago, and Unit圓D has joined with that ability from version 4.6.

How do AAA companies polish their character’s animations? Corrective morphs are very important for good looking animations. Since 3DSMAX is one of the most used programs in the industry for games ( as far as I know… ) I find it hard to believe that it can’t be used to make animations with corrective morphs. In blender, all I have to do is to use drivers for the morphs and I can export the character animation with the corrective morphs animation on it. This modifier can’t be exported to FBX and therefor can’t be imported into UE4. There is a modifier named “skin morph” that is uses to make “corrective morphs” for the mesh while in certain poses.
