I have managed to import a character model with animation and morph targets into unreal from 3ds MAX. The problem is that if I overlap a morph and an animation (say a blink on the idle animation) in the sequencer, then the bones are also blended, and half and half result occurs…so the eyelids half close and the arms half blend as the eyeblink animation arms are in the A pose for example. Basically I would like the morph animation to completely disregard any bones and only affect the vertices that have the morph target applied (which I had hoped would be the default).
Ways to get around this…but I don’t exactly know how, is :
- Mask areas of an animation similar to using animblueprints…but on an animation that can be dragged onto sequencer. From what I can tell masking is either more for blueprint controlled features. Meaning I’d have to set variables in the sequencer to trigger states? I guess this might be the way for this?
Controlling Anim Instances with Sequencer | Unreal Engine Documentation
That said, I would much prefer to drag drop animations into sequencer rather than trigger variables every time I want to do this. - Is there some button that allows an animation to disable skeleton, I found Disable Morph Targets. That way when it is blending between the two animations, the skeleton is not taken into consideration at all. This would probably be ideal
- Detach the head mesh and not use any other bones with it. that way the head does not take into consideration bones to blend with as there is only one to deal with. I’m sure there is a way to blend bone and morph targets though.
- There is some magical method of accessing/animating morph targets on a model inside the sequencer? If there is I haven’t found it after two days of going down this rabbit hole.
Any help would be GREATLY appreciated.