If you've been waiting for a Blender version of the Vertex Animation max script you've come to the right place! I've recently been working on one, and have a pretty solid version. As of now the script only has the timeline animation functionality, but I plan to remedy that soon. I'm new to scripting so I'm sure it's not very pythonic or elegant, but it works. In fact this is my first attempt at creating anything remotely complex. I'm assuming anyone coming here knows how to install or use scripts in Blender. If you have any questions feedback please feel free to leave it here or PM me. I plan on trying for a full suite of tools like something similar to Pivot Painter and maybe even the older Morph Target script. I'm open for suggestions as well. But to get right to it I'll be posting the GitHub repo below and quick tutorial.
https://github.com/JoshuaRBogart/unreal_tools?files=1
The new panel is located in the object mode tool shelf.

Make sure your timeline settings are correct and the objects you want are selected. Don't worry about selecting anything other than meshes the script will ignore any object without mesh data.
After pressing the button (the operator can also be executed with the space bar and searching for "process animated meshes") the script will create a single mesh called "Export_Mesh" from all meshes combined with correct transforms from frame one.
The script also creates two textures new textures one "morphs" and "normals". They can be found in the UV/Image editor. You'll need to save "morphs" as an OpenEXR with RGBA and 16 bit depth in other words check Float(Half) next to color depth.

To save "normals" is even simpler. You'll need to save it as a BMP or bitmap with RGB checked.

Now all you need to do is export "Export_Mesh." I'm assuming you already know how to export a static mesh from blender for UE4 if anyone has any questions just let me know. Just make sure you create a material slot for it.
Time for Importing!
Your settings for your static mesh should look like this

and this.

These are the settings for the morph EXR

and these are for the BMP.

I was going to explain the whole material setup, but I'll just link to the original tutorial for the max script. It explains the process far better than I have the time to atm. Just go here and follow the material setup portion.
https://docs.unrealengine.com/latest...hes/index.html
https://github.com/JoshuaRBogart/unreal_tools?files=1
The new panel is located in the object mode tool shelf.
Make sure your timeline settings are correct and the objects you want are selected. Don't worry about selecting anything other than meshes the script will ignore any object without mesh data.
After pressing the button (the operator can also be executed with the space bar and searching for "process animated meshes") the script will create a single mesh called "Export_Mesh" from all meshes combined with correct transforms from frame one.
The script also creates two textures new textures one "morphs" and "normals". They can be found in the UV/Image editor. You'll need to save "morphs" as an OpenEXR with RGBA and 16 bit depth in other words check Float(Half) next to color depth.
To save "normals" is even simpler. You'll need to save it as a BMP or bitmap with RGB checked.
Now all you need to do is export "Export_Mesh." I'm assuming you already know how to export a static mesh from blender for UE4 if anyone has any questions just let me know. Just make sure you create a material slot for it.
Time for Importing!
Your settings for your static mesh should look like this
and this.
These are the settings for the morph EXR
and these are for the BMP.
I was going to explain the whole material setup, but I'll just link to the original tutorial for the max script. It explains the process far better than I have the time to atm. Just go here and follow the material setup portion.
https://docs.unrealengine.com/latest...hes/index.html
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