Hi there! Had a quick question about animation export workflow utilizing the Rapid Rig Export tool (maya to unreal) - After setting up my character with rapid rig, I attached some blendshape targets to the mesh for more custom deformation in Maya. I made an aux proxy controller where I added custom attributes that link to the blendshape node to drive my targets.
I got that all working well, but when I go to export animations using the RR3 animation export tool, the blendshapes don't export out with the animation to Unreal. (But the morph targets do show up in the rig export in Unreal since I'm exporting out the mesh with the skeleton). Is there a specific workflow you recommend for blendshapes when exporting on the animation side with RR3?
Thanks so much in advance, love using your tool! : )
When exporting fbx files that you want to have custom animation channel data, the best method I know of is to have those channels on a joint in the skeleton. Joints are where all the animation should typically be. Anything on meshes or other nodes will likely be lost on export.
My recommendation would be to have the same attributes you already created on the controls be added and driven 1:1 on the root joint. Either through a set driven key or maybe using proxy attributes.
After exporting with those new joint attributes, it should get the animation data into engine, and then I think you’ll have to set up how to drive those morph channels using the animation data from the joint. I haven’t set this up myself but I know it’s possible.
Dustin