Good day, I am sure it is not to late to say Happy New Year to all the mGear users as well!
Maya 2023.2
mGear version: 4.0.9
Unreal Engine 5.1.0
I ran in to a little problem that I hope have an easy answer.
I have a rigged Character with great topology, for weight painting and deformation.
The rigged Character`s mesh from Maya needs to get smoothed before it gets exported to UE 5.1.0
(Epic got rid of Tessellation in the new version of UE)
This is what I have done for the moment:
- I’ve added a poly smooth to the geo. (The weights on my eyelids looks good)
- In order to export the smoothed geo to UE, I have to delete non-Deformer History to get rid of the
Smooth node.
After the non-Deformer History was deleted my weights on the lid looks like this (See pic)
I understand why it happens, I am sure it is how Maya interprets the weights for the extra loops that was added by the smooth. - Our pipeline is FBX based, we can not use Alembic for this project.
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My question is:
How do you bring a rigged Character as a FBX in to UE 5.1.0 with out redoing or touching up the weights on the smoothed mesh?
Thanks in advance, have a great day!
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