Metahuman pose problem

Hello, I’m trying to export an fbx of a metahuman to render it in blender. Until there it is working, but i want to export it in a specific pose as the rig editor of the metahuman is the best in unreal engine. So I set up a sequence, added a simple face rig to the face mesh, saved with “S” the rig position, created news points on the timeline to have save the new face pose I want to have. And then i just don’t understand how to export it. In unreal i have a small animation in the sequence i created, but when i export the fbx with animation there is no animation. Please help me:) I tried for two days.

Within Sequencer bake the joints for both body and face, so that it’ll be saved as an animation clip, and then export the animation clip as FBX.

Thanks, i baked the animation, export it as fbx. But still nothing moves… But what i’m trying to do is simply to export a deformed mesh without animation.

Hell yeah with 4hours more i did it ! After you created your sequence, make and open an animation with the rigged pose you want by double clicking on it in the asset content browser. Once open, in the menu bar of the animation window there is a “save static mesh” button. If you don’t see it bc your screen is a regular one, just clic on the double arrow and it will apears. Then you can simply export the static mesh in fbx… :slight_smile: