I’m new to all of this so please don’t flame me if this is a dumb question…
I’m an engineer who specializes in simulating car crashes using Finite Element software (like this but with more detailed models: LS-Dyna: Car Crash - YouTube) and I am investigating importing my results into unreal so that I can render some really nice visuals.
My end goal is to create a script in my current software which sets everything up for unreal to then run as a batch process (which may not be possible?!) but (long) before i get to that stage I need to test things out manually.
My simulation results data exists in ASCII form so to begin with i have written a script which converts each frame/state to an individual .obj file and I’ve been able to import them into unreal without too much difficulty.
I’d now like to set up an animation which takes my initial .obj file and morphs it into the second then the third, fourth etc. I’ve been careful to ensure the same vertex count/index.
My research so far suggests that it might be easier to use morphing and static meshes, rather than animations with skeletal meshes. What are peoples thoughts?
The problem i have is i don’t have access to other software Blender/Maya/3dsmax etc. So I’m struggling to setup morphing targets.
I’m basically stuck with .obj/ASCII and unreal… I did look at FBX ascii but it’s hard to find even the basic format let alone enough to know how to add morphing info.
Does anyone think it’s even possible to achieve what i’d like without other software? And if so can you give me some clues?