I know how to use and export a 3ds max morph modifier to UE4, but max’s skin morph modifier allows for a much better workflow for creating bone-driven blend shapes. Unfortunately, it doesn’t seem to export via fbx. I don’t mind hooking up the bone drivers via blueprint in UE4, but I’d like to know if anyone knows of a good way to transfer and utilize the skin morph data. Even if it’s a script that will convert the skin morphs to morphs in max, that would work, too.
I’m currently stuck using Max 2012 and the 2012 fbx exporter, so if more current versions of the exporter accommodate skin morphs, that would be useful information, as well.
Thanks in advance.