Skeletal Mesh with Subdivisions & Blendshapes Maya > Unreal

I’m trying to figure out a pipeline to rig/skin/blendshape a Maya character’s low resolution cage, and export it all to Unreal with subdivisions.

The character rig/skin to subd works, but blendshapes is where it breaks down.

Has someone tackled this process? I’ve considered writing a script that removes all low-res blendshapes and replaces them with their subdivided versions for export, but it’s a lot to wrap my head around and I wanted to check if someone has a more straightforward workflow?

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