Using and animating characters with morph targets without glitches?

@MostHost LA: So it must be the ue4 shader calculation which is glitched? Do you know which file in the source code it could be that is affected?

@FrankieV: I’ve looked at your shadows/artifacts once again and they’re even worse than with my characters, because I don’t have any artifacts in UE4, only the shading issue. Maybe the fbx exporter of daz is faulty. As for the shadows I’m now thinking that the armpit area is a body part where multiple shape keys are being applied, maybe this could be the issue with the shader calculation?

Does it get better, if you import the Genesis 8 Characters into Blender through the newest Diffeomorphic importer and export from there to UE4. My workflow is always to export the character in the standard a-pose (Gen 8) at first and then to export the animations separately, so you always have a clean base mesh in standard pose.

I’m always using blender as a intermediate step for my workflow between DAZ (or any other tool, where I can mine some 3d assets) and UE as I can fit, resculpt and reweight clothing in blender, apply and test the behavior of multilayered clothing, fit hair or any other third party assets, correct twisted or ugly vertices etc.

As attachment how it looks (Genesis 8 female) in blender if imported through diffeomorphic plugin. The topology looks very clean. (wich JCMs applied)
Did you know that Genesis 8 hasn’t only got the normal JCMs, but so called muscle flexions JCMs as well, which makes it even more advanced.