Dealing with non-linear deformations across pipelines is always a friction point. We recently had to optimize a setup where lattices were warping geometry for stylized character eyes on a tight production schedule. Geometry caching was the initial band-aid, but it obviously didn’t scale well for data footprints.
We’ve opened up the pipeline and recorded a detailed 7-minute technical walkthrough showing the Maya side vs. the Unreal behavior:
If you just want a high-level look at the rig behavior or want to jump into the LinkedIn discussion, we put up a quick teaser post here: