I have a rigged mesh in Maya I want to import into UE4. I then want to import several different animations.
The problem is that for certain animations I need to hide certain mesh objects in the rig, but the workflow I’m using right now is to just bake out the animation on the bones and export them, which means Unreal has no idea which parts should be hidden. Ideally I would like to be able to hide and unhide parts of the mesh in the same animation.
How do I go about doing this?
It’s a bit of a hassle to create a new rig for every animation just to delete the meshes we don’t want, partly because we use references in our pipeline. That would also not allow me to hide and unhide meshes in the same animation.