I have separate meshes on a face, in Maya, each with there own set of blendshapes for a given pose (example: BrowUpPose = HeadMesh,BrowMesh,eyeLashMesh,etc.)
How do get these to be a combined shapes inside of unreal? I have done this before but cant remember for the life of me, how i set it up.
I have them all named as the same target shape in maya (BrowUpPose). They are within there own mesh hierarchies so the nice name will be redundant.
If u look at the Unreal FaceARSample, u can see this is being done there. The Morph target shapes will drive multiple meshes with a single curve.