Hi guys I created an answerhub post with an fbx test file and more images and it’s ongoing, I thought i’d post it here as well just in case someone can help out as we are struggling with this for almost 3 days now!
Would like to note that using morph target to drive the same animation pose instead of the rig does not produce any such problems.
Thanks.
Here’s the shortened version of the post:
Hello,
I’m facing a smoothing or normals issue after import of my skeletal mesh in UE4 causing dark patches. The animation is basically a blink of the eyelid, so you got a folded eyelid that would blink, its the folded areas when unfolded during the animation that are causing most of the trouble in unreal when they look fine in Max.
Everything is ok in max and the FBX file when imported back into the 3d app, all the smoothing and normals directions are fine but something in the import in UE is still going wrong as you can see from the normals directions. Tried all sorts of import and export settings. The mesh is fine no corruptions or other issues related to skinning etc. I’m pretty sure of this.
Also if i import the mesh with lid closed as static in Unreal the normals and smoothing seem to work fine. It appears to be only affecting skeletal meshes.
https://s29.postimg.org/by2ccf3ur/Normals_Max.jpg
https://s29.postimg.org/ryn2wg79v/Normals_Max02.jpg
https://s27.postimg.org/3ulqob12n/Normals_Unreal.jpg
https://s29.postimg.org/9mutjq69v/Normals_Unreal02.jpg
https://s30.postimg.org/rmtwtgdzx/FBXSettings.jpg
https://s23.postimg.org/xtmi8rznb/Normals_Unreal_Settings.jpg
https://s29.postimg.org/irckt76jr/Normals_Gif.gifgifs upload
The above Gif’s dark area is not shadowed just to illustrate the normals misbehaving.