Most people don’t complain, because they use clothed characters mostly (pullovers and jeans are uneven by their nature) or they don’t look closer (close up view) or they use low poly / cartoony meshes (where it doesn’t matter, thus they don’t realize the unevenness of the skin.
But some people have the same problem like me:
https://answers.unrealengine.com/que…from-maya.html
https://answers.unrealengine.com/que…8236/view.html
https://answers.unrealengine.com/que…x-weights.html
https://www.deviantart.com/comments/…48322/18594656
I’ve got even the same leg distortion with my mesh like the guy from one of the questions from the links and he definitively used a different body mesh than me.
Let’s do a simple test and compare a static mesh and a skeletal mesh with the same pose, which have been imported to UE4 from blender:
Normally both should be identical, but what do we see:
Static Mesh: turquise
Skeletal Mesh: yellow
They are not identical and only the skeletal mesh is distorted.
Therefore it must have something to do with the fact that UE is treating skeletal meshes differently than static meshes on import of fbx files.
The static mesh looks how I would expect it to be and how it exactly looks in blender.
I’m sure this is a bone weight truncating issue and has nothing to do with topology of my very high poly mesh, where no topology should matter, because the triangles are really small.
But the problem occurs even with low poly meshes.
The question now is:
What line in the source code to change for reducing the truncation effect to a lower value? I think the value is now something like 0.01.
If you apply the “cleaning” option in blender and set it to this value you can get the same effect.
P.S.: I think I’ve found something promising, but can anyone confirm that this will work as expected?