In content examples, “morph targets” map they morphed a cube to a sphere by making a skeleton for cube and animate it,
I don’t know how did they manage to do that since there’s no bones !, also I’d like to know if there’s an easy way to convert my static mesh to a morph target.
These need to be created when the item is modeled in Maya or Max. In a very brief overview, they work by creating two static meshes with the same vertex count. You can then blend between these meshes to say it’s 20% cube and 80% sphere by driving weights in the blueprint.
It’s an alternative to bone animation - particularly good with faces and other stretchy things
Once you have a model set up with morph targets, there’s a tick box to import them on the mesh importer dialog box.
You need to tell the system to change. If you have 100% cube 0% sphere all the time (no change in values), it’s the same as a static mesh.
You can change those values via keyframes or blueprint code. Just like a bone really. If you do neither then it’s never going to change the base mesh. Think of it as another animation parameter.
Sir when blending shapes in Maya and set key frames, then exporting it as fbx obj,will UE4 import it as skeletal mesh or there’s another option for that ??