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 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.
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.
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 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.