What is my issue with my morph targets for my animation?

I exported an animation from Faceshift and some of the morph targets, mainly the targets that affect the jaw, are not working as intended. They work fine with imported into 3ds Max 2015, so I believe it is something to do with UE4. This is a frame of the animation in 3ds Max:

And this is the same frame of the same animation in the editor:

Has anyone else encountered this issue?

Hi ,

When you are using Morph Targets you’ll want to adjust the morph values using the details panel in the Mesh Tab of Persona.

Morph Targets need to have their values adjusted in this panel. You can see the highlighted area below where on my Box Morph Target I’ve imported I was able to adjust the Noise on the box by moving the slider.

Here is some documentation that may help you as well:

[Creating Static Mesh Morph Targets][2]

[FBX Morph Target Pipeline][3]

Thank you!

Tim

Hi Tim,
I adjusted the morph values in the details panel in the Mesh Tab of Persona. The morphs named JawOpen, JawLeft, JawRight and JawFwd don’t have an effect on the model while all the others do. These also work when the model is in 3ds Max. Do you know why this would happen?

Thanks,

Can you detail your workflow here when creating your morphing? Are you using the morpher modifier within Max? Is there a difference in the way you’ve set up the the others that work and the ones that don’t?

Thank you!

Tim

All the morphs are created using the Faceshift motion tracking software. I imported the animations into Max once I discovered the editor wasn’t handling them correctly. I’m not sure if there is a difference in the way they are set up as, like I said, I didn’t create them myself.

Thanks,

Are they all setup as one single animation track? If so, you may want to try, setting them up individually so that you can tweak the morph values within the editor.

Take a look at this users video on Morph Targets for 3Ds Max. This may help you solve the issue.

Tim

Hi Tim,
I believe I have discovered the problem. the lower jaw mesh of the model has blend shapes with the same name as the ones I said were not working previously. When switching the editors render mode to wireframe, I could see that the lower jaw mesh is moving but the face mesh isn’t.

When I export the model without the lower jaw model, the morph targets work within the editor. Is there a way to make the editor combine 2 morph targets with the same name instead of overwriting the first one?

Hi ,

When you’re reimporting the morph target it’s going to overwrite the original not combine them. You will need to edit this in a 3d software.

Tim

Hi , i have a question,for this project you using faceshift and 3dmax 2015 right??
i have a project using faceshift and 3dmax too,in 3dmax the morpher work fine, but when i export it to ue4 the morpher was horrible
are you experiencing the same thing?? or are you using some kind of exporter and some kind of setting??

this is the video Untitled - YouTube

im using 3dmax 2011 and i have test export it with 3dmax 2016 too, but the result was same
but when i export it with maya, it give me a good result inside ue4
i dont want to re-rig my character in maya, so if you know some solution i appreciate it