Hi there,
I am currently in the process of using UE to create an animated short film I am currently working on. I have already built all the sets and props I need to use, and imported them into the engine just fine. But now it is time for me to import the characters and their animations, and this is where my problem starts. I am using Maya 2016, and I used the ART tool to rig and animate my characters. BUT I have used the new delta mush feature (Delta Mush Skin Deformer Maya 2016 Tutorial - Rosana Marar - YouTube) in Maya 2016, to save some time in the skinning process. Within maya my animations look fine and they fit perfectly into my prebuilt scenes. But when I import my character with his animations it does get imported just fine, and the animations seem to match what I did in Maya, but the problem is that it seems as though UE ignored the Delta mush information on my mesh so the skinning within UE looks horrible without it.
So my question is Is there any way to make ART actually use this delta mush information as in maya and use it in the engine, or is there any way of transferring the delta mush deformation into skin weights within the ART tool? Because everything looks and works fine in maya, but the skin deformation isn’t being carried over.
Alternatively, is there any way I can bake the animation into the character mesh, and import ONLY the mesh with its pre-baked animation without any skeletons? Because if that is possible at least I can insert these animation into the UE scenes and still be able to match them up perfectly as they were in Maya.
Any help would be appreciated, thanks