Description

After invested, noticed that the exported morph target animation generated two separated Morph Modifier for each individual Morph Target in Max to achieve the final result instead of using only one Morph Modifier containing two Morph targets. This ends up with the latest Morph Modifier on top of Modifier Stack is dominating the shape of the mesh which is not right.

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We also import the exported animation into Maya, it has same problem, Maya generated separated blendshape notes for each blendshape target, then play back incorrectly.

Steps to Reproduce
  • Import the Morph target [Link Removed] into UE4
  • Export the animation just imported with morph target flag enabled in export option window
  • Import the exported animation into Max
  • Play both animation in UE4 and 3Ds Max, you will see the animation behaves differently

[Link Removed]

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Fixed
Fix Commit8551830
Main Commit9420574
Release Commit9552237
CreatedSep 2, 2019
ResolvedSep 6, 2019
UpdatedOct 28, 2019
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