Hello, I’ve made a character whose eyes and mouth are animated using an active boolean. The mouth rig moves an object that is hidden, and that object cuts out the shape of the mouth. While this works in blender. FBX’s can’t export active modifiers so I have to apply the boolean, but if I apply the boolean the mouth rig won’t be able to work. Since the boolean is no longer cutting out the mouth shape when it moves, the mouth rig is just moving an invisible object.
I was wondering if there was a work around. A way to bake the modifier into an fbx somehow, maybe a way to turn the animation in shape keys.
(The white and red objects with the wireframe turned on are the objects that the boolean is using to cut the mouth and eye shape. They are what the mouth and eye bones on the rig are moving and each frame it cuts the mouth and eye holes. Applying the modifier still allows the red and white objects to move, but they stop making the mouth hole and it just stays where the boolean was applied)
Hey there @MikeyJos! Welcome to the community! That is an interesting workflow that I don’t believe I have seen before. I don’t believe that there is an analogous method due to the native boolean system in Unreal Engine being (mostly) incompatible with Skeletal Meshes, as well as expensive due to how the engine itself handles meshes.
I believe Vertex Animation may work for cases like this, but might not be ideal for the quality you’re looking for. You could make material based masked mouth and use morph targets for the mouth internals, but that doesn’t seem ideal in this case either.