Creating a single morph slider from multiple shape changes

Greetings,

I am trying to make a basic animation to import into UE5.1 for an idle animation. The issue I am having is that all of the changes are SHAPE changes, not morph changes. So the FBX export doesn't 'see' those changes and incorporate them into the FBX animation.

My thought is that If I turned these shape changes into a morph, I could export that and use UE5.1's Animation/Sequencer to create the animation right in UE5...

Is there a Tutorial someplace that explains how to do that? I am not looking at changing anything else within the model, just these basic shapes (Revolves around breathing, so Chest depth, ribcage size and etcetera.)

Any help on this would be great.

Thanks,

V

Comments

  • Shape changes usually are morphs, how are you doing them?

  • ViallyVially Posts: 343

    Over a 120 frame animation I have changed:

    • Proportion Chest Depth = 2%
    • Proportion Chest Size = 1%
    • Proportion Chest Width = 2%
    • Ribcage Size = 45%
    • Sternum Depth = 30%
    • Stomach Depth 30%
    • Stomach Depth Lower = 20%

    These settings are keyframed on frame 60. Then on frame 120 keyframed again back to 0.

    The full animation takes roughly 2 seconds, but is a nice even 'normal' breath.

    The issue is that these are not available as changes or selectable as a part of my FBX export. so when I pull the animation into UE5, it just stands there.

  • ViallyVially Posts: 343

    And interestingly enough, when going through the export stagings list... it IS showing that these parameters are a part of the exported animation.

    Breathe.png
    705 x 575 - 22K
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