3Ds max animation to UE4.

Would like to share a solution to this problem if some of you are still stuck on it, it is a small work around but at least it will give you freedom to sculpt correctives without guesswork.

It’s actually very simple:

1 - Just take the pose to mudbox or Zbrush (make sure it has proper UV’s), you can even do this in the native 3d app, sculpt the corrective as you like on the pose and then export a displacement map for it.

2 - Apply displacement map on the base pose of the mesh until the height value is identical and satisfactory, and then use that mesh for a morph target.

It should hopefully work out.

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