I did all workflow with the DNA calib files. I load DNA View, then load DNA and then edited (bones and blendshapes).
My First question is; I saved as dna again. When I tried to import the dna in ue5, the edited bones works but the blendshape I did is not. I’m using existing example phyton codes in maya. How can I export the corrective blendshape into the dna file.
Second Question is; When I try to use the fbx lod script. It runs with no prbolem but when I try to import in unreal the mesh comes with the bones and blendshapes but the rig is broken. Face control animation explodes. The vertices goes too far when any of the bones moved. It is something like doing blendshape changes x20 times more etc.
I solved both problems, you need to have both files as the head mesh changed as fbx, and the dna rig changes. Dna is only for the rig setup nothing with the shape. And fbx is also nothing with the bones position in this case.
Second problem is occurs because of the up axis. It should be same with the dna mesh. In DNA Calib it is X axis and for the Source Asset Y Axis
Hi, as for the first problem, did you mean I have to export both fbx and dna files from maya, and then import them to UE? I met the blendshapes problem too! T_T
Will you make a video to show the procedures, thanks very much.
Hi ,guys. I have wrote a plugin to solve this problem. Now, you can use DNAUpdater plugin to change morphtargets by importing your modified dna file directly into UE.
I’m facing this same problem in 5.5 and 5.3. Up axis seems consistently set to “z” across all the dna calibration scripts, but on importing resulting lods and dna back to UE, geo explodes and face joints seems to become offseted.
Showing joints and deactivating postprocess animation blueprint. This is similar to what I can see in Maya when lods export operations finish (Although, loading in maya final dna generated trough dna viewer brings the mesh, the skeleton and the rig perfectly functional as it should )