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Author Topic: Export Morphs?  (Read 4927 times)
PeterBrown
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« Reply #15 on: January 19, 2021, 22:27 »

I have seen someone modify the umodel's source to make umodel export morphs as a seperate .psk or .gltf so you can merge them in a 3d application

do you have a link to that version? Smiley
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Weegee
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« Reply #16 on: November 03, 2021, 16:02 »

Anything planned for exporting morph shapes from meshes in UE4 cause it's been a long time trying to figure out how to export meshes with shapekeys using Umodel Undecided
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spiritovod
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« Reply #17 on: November 11, 2021, 13:59 »

@Weegee: Custom umodel build with ability to export morphs exists since 2020 thanks to oscateexor. You can also find more recent build with those changes in this topic: https://www.gildor.org/smf/index.php/topic,7906.0.html
« Last Edit: July 10, 2023, 02:52 by spiritovod » Logged
Dreadfred
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« Reply #18 on: July 10, 2023, 02:36 »

Maybe useful to someone.


I use matyalatte's psk plugin for UE, plays nice with Maya/3ds max as well.

If you are exporting to unreal the blend shapes/morph targets should be applied before bind skin.

Import morphs from spiritovod's export morphed models Umodel build (legacy Desktop version builds if exporting out fbx for UE)
.
Import morphmesh/delete Armature, Import next morphmesh/delete Armature, ect so only geo/morph meshes are in scene (no armature/joints).

Rename morphs/geo to whatever they were in umodel.

Export all to single fbx (Blenders fbx exporter).

Import psk/target (The one that got exported along with the morphmesh psk's) in new scene.

Save blender scene.

Export out to fbx (using matyalatte plugin).
 
Import both fbx to Maya.

-------------------------------------------------------------
Blender's Shape Key

« Last Edit: August 01, 2023, 16:28 by Dreadfred » Logged
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