Vertex Animation Tools - Black EXR

Trying to make a vertex animation flipbook with the Unreal VertexAnimationTools.ms script.

I followed the instructions of [this video series][1] but after processing my animated meshes with the Max script, the EXR flipbook is created but is all black. The BPM normals file seems to have normal data but it is the same all the way up with no gradient. Am I missing a step when coming from Maya? My baked editable mesh seems to be animating fine, not sure why the script is not picking up on my keyframes.

It was a bone-driven animation from maya that I baked into a Geometry Cache that I imported into Max. I also had to change the FPS in Max from 30 to 24 to match. Not sure why these would cause a problem though.

137391-butterfly_uvflipbook.png

Update: Still having the same problem just using a sphere I animated in 3DS Max and using Max 2015.

No errors just a black EXR file.

I actually solved the problem, but it’s really weird, so please pay attention. Do this:

  1. When you have all your animations ready for export, make sure that the mesh is an “Editable Mesh” without any other modifiers on top. If that’s done, use the tool to export. The EXR WILL be black, but the Normals will be okay. Very Important to make a BACKUP of your Normals file because this is the one we will going to need. Delete the Black EXR.

  2. Now delete the newly created mesh by the tool, and click on the original animated mesh again, and add an “Edit Poly” modifier on top. That’s all. Then export again. The EXR file will be okay now, but the Normals are screwed, so switch it with the previous one as I mentioned above.

  3. Now you are ready to export the “Morph” mesh created by the tool and import it in UE4.

  4. Now import everything in Unreal, and follow the guide on the DOCS page for the textures and materials setup. It will work now.

Thanks a lot! This saved me. You’d think they’d have fixed this by now

The weird thing is that even in Houdini isn’t working as expected all the time.