There is a modifier named “skin morph” that is uses to make “corrective morphs” for the mesh while in certain poses.
This modifier can’t be exported to FBX and therefor can’t be imported into UE4.
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.
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.
How do AAA companies polish their character’s animations? Corrective morphs are very important for good looking animations.
I know UDK has the ability to import morphs a long time ago, and Unity3D has joined with that ability from version 4.6.
So how come 3DSMAX can’t provide this fundamental thing?
I’m sure there are a lot of developers that uses 3ds max with their unreal game development. So how do you do it?
tl dr:
To all 3ds max users, how do you export corrective morphs for your characters animations into unreal?
I’m currently using 3d studio max 2014 and am looking into exporting corrective morphs with the FBX. I"m not sure how to do it. I’m surprised Blender can do it, but Max can’t.
The only information I have is this: Have a bone's rotation drive a morphtarget's strength - Character & Animation - Epic Developer Community Forums - This involves setting the morph targets via blue prints based upon bone rotation.
Did you test to make sure your blender FBX that you export with corrective skin morphs actually works in UE4?