Hi…
I’m working on this rnd project, which is a game, that has a third person view of a dinosaur, walking around and doing stuff.
The dinosaur was rigged and animated in Maya, and the fbx motions was exported, and the character and animation blueprint was setup without much difficulty.
My problem.
When the dinosaur moves, because of the rig, there is significant loss of mass in the thigh. We usually fix this by adding a corrective morph target (blend shape) and linking the blend value to the rotation of the bone.
Below is this same clip, with the corrective blend applied, and looks quite ok.
However, the problem is when i try to do this in unreal, the blend doesn’t look right. Ive exported the exact same morph targets ive used in the maya rig and set up similar logic to drive the blend.
See below.
However, as you can see, it doesnt look right in unreal for some reason.
Below is the BP that drives the morph target value.
Our day jobs are as VFX artists and we and we play around with unreal as a research project hoping to someday branch out into cinematics.
Any advice and comments about this problem would be greatly appreciated.
Cheers
Rasika