make simple skel mesh, that has a bunch of morph targets, at least 4, that are named like:
move1
move2
move3
move4
I am finding that UE4 is only importing the first letter of the morph target name most of the time, sometimes it will autogenerate a number extension like _1
but
in the majority case I’m finding that morph targets that start with same first several letters are not importing correctly and only the first one gets imported as M and the others not at all
My Solution of Necessity
At present I am having to name my morph targets like A B C D etc just so they will all import
not sure what I’d do if I had more than 26 of them…
Please address this at your convenience
Rama
PS: any reason you can just import the entire name of the morph target?
We have tested this with both 3DSMax and Maya, and we have not experienced this issue. In both cases, we named the morphTargets: move1, move2, move3, and move4. Upon importing into Rocket, the morph names displayed in Persona all match the original.
Let us know if you have any more information for how you are able to reproduce this issue. Also please let us know the 3DSMax and FBX versions you are using.
I had to delete original morph meshes because they were importing along with the main mesh as actual mesh asset = big triangle count and processing time
Thank you for the asset. We do see the issue when importing it.
Our previous tests involved Maya 2013 and 3DSMax 2012, and we experienced no issues. We will continue our investigation with Max 2013 to determine if the fault lies there.
We reproduced the issue from scratch using 3dsMax2013 with FBX2013 and we have reported the issue. It will not be fixed in the upcoming Beta build.
Until the issue is resolved in a future Rocket release, I recommend either staying with your system of naming morph targets with different beginnings, or looking into using other 3D software or other FBX versions for exporting the morph targets.