I have a plane in Max with a texture applied on it (a plane with 2 eyes). The texture is animated via UV offsetting, so the eyes look around, but this can’t be exported in FBX or any other format to be read by Unreal. All good now, because in Unreal I created a parameter in the material and can offset the texture to simulate the eyes are moving around as well. The problem is that I would like not to animate in UE (using sequencer, it is for cinematics) but to do all the animation in Max. I am wondering if there is a way I can export the curves/keys I have for Uvs offsetting animation from Max and load them into Unreal. So for example, this is my idea:
In Max, I have a control that manipulates the UV offseting, if I move the control 5 units in X, I want that the material parameter in UE loads in U or V 5 units as well. The result will be that UE will replicate all the values that the control in Max is doing, and in the end I will have the eyes in Unreal automatically animated thanks to the curves I “somehow” loaded from Max.
Is this possible, or I am dreaming too much?