Shape Key (Morph Target) import now works with Blender 2.72

Just a heads up – you can download a preview build of Blender 2.72 here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72

Part of the release is an improved FBX export which includes shape keys and shake key animation.

I was able to get a shape key to import as a morph target! Everything seemed to import correctly and I could view it in Persona.

It does seem a bit finicky, though it could be user error on my part. I was using “reimport mesh” quite a bit and suddenly lost my morph target. Somehow unknown to me I was able to get it back… a bit weird. Still, worth investigating!

Nice! This is great news. Combined with the fact that I can now go from UE4 to Blender and back with the skeletons matching, my major issues with Blender and UE4 are gone.

I’m still having the wrong orientation in UE4… has any of you been able to make it export corrrectly? (Characters are imported facing the wrong direction)

I haven’t used it extensively, but I went roundtrip, UE4 -> Blender -> UE4 and the orientation was correct on import. I didn’t look to see if it was imported at 90° on the X axis or not, though.

Works fine over here. I just tested and a front-facing character (the monkey) imported correctly into UE4. Attached what my export settings look like (which are default afaik).

I use slightly different settings, but nothing that would affect rotation. Typically, I export two separate files, one with the Armature and Mesh, but Baked Animations unchecked, and a second one with the the Armature (no Mesh) and Baked Animations turned on. This aligns with the way UE4 expects to import (Skeletal Mesh as separate import from animations).

But, I use -Z Forwards / Y-up, and Blender doesn’t have an option to let you change the Coordinate system it uses (always -Y forward, Z Up), so I can’t think of anything in the settings or preferences that could do this.

The only other thing I can think of is that your model or armature is created rotated 90° and it’s not taking that into account in the export. Try right-clicking your mesh to select it, then press ctrl-A and select Rotation. This will make the object’s current position 0°. Repeat with your armature, then try re-exporting.

If that doesn’t work, then I’m not even sure where to look. This used to happen in the old days with all Blender import/export addons because of the fact that it uses the less-common Z-up coordinate system from the CAD world, but for the past few years, the addons have all been updated to deal with it automatically. If you have a blender file you can share, I might be able to see something in it that’s causing this, but I honestly can’t think of anything else offhand that would cause this.

I just deleted all my older Blender versons, reinstalled the last one, and it seems to work fine now :smiley: Thank you all for your help!

Hello, I need a little help with this, is it possible with blender to import a static mesh with keys shapes in UE4 like in this doc link which is about 3dMax : Static Mesh Morph Targets in Unreal Engine | Unreal Engine 5.2 Documentation

I tried with skeletal mesh and i can’t see the morph target in persona, i feel like im missing something to make it work and the doc about it isn’t with blender.

Hope someone can help, thx.

Raikoh:

According to the release notes, 2.72 (or maybe it was 2.71?) added shapekey (blendshape) support to the built-in FBX exporter. I tried a few days ago to export a model with shape keys to UE4, though, and they did not show up. I don’t know if that’s an issue with Blender not exporting them, or if it’s due to some incompatibility between the way they implemented it and UE4. :frowning:

Okay, thx for the reply, it’s weird tho because people in this tread said it worked for them.

Oddly, I tried this again today with 4.6 and Blender 2.72b, and it worked fine. Not sure what happened the other day, but it seems to be working okay now. i tried with both the ASCII and the binary exporter.

I just tried again, it works with ASCII but not with 7.4 fbx.

Hello All,

I’m trying to import a key-framed animated sequence (as seen in the** example video on this thread**](Animation WORKS! Morph Targets NOT imported? - Character & Animation - Epic Developer Community Forums)) with 2.73 and the shape-keys are not shown.

  • The mesh don’t have an armature at all, only 1 simple shape key for the mouth)
  • I tried the same with ASCII 6.1 and Binary 7.4 same result: animations and mesh imported, Shape-Keys (morph targets) are not.

Can someone please have a look and tell me what I’m doing wrong so I’ll get the shape keys to work?

I dont know if any one has helped you yet, but ive found that you need to make sure that whatever modifiers you have can be applied with the shape keys, if not , you need to apply the mods, then do the shape keys.