Is there a way to include morph targets when exporting a rig/animation from Unreal?
I have a character that contains blend shapes and I have implemented them into Unreal from Maya. After making alteration on the animation inside unreal (general timing). I would like to bring this data back to Maya, so I can keep my correlation 1:1. If not I would have to re-animate blend shapes, but if I can retain the data of the morph targets I would love to know how.
Hm tricky question. I dont know the solution to it,but my suggestion: why not do the timing fix in maya instead? Mayas animation tools are much more intricate and youll be able to do it in a better way.
Thanks for the reply Adeptus. I absolutely agree with you and would prefer that solution, but like a lot of productions shots get bounced around or directors become more hands on and things change in unreal. So It prompted me to think of how I could potentially bring that data back into Maya without trying to match it.
I appreciate any suggestions. I see that morph targets in unreal can be switched to a metadata … can that information be exported out? Or scripted so I can retain those keys.