memory usage for 70GB when exporting to unreal engine ???
When the export process reaches the 'Fix Weightmaps on HD mesh' stage, the memory usage keeps increasing until it hits the maximum, and then the program crashes.
This seems abnormal. Does anyone know how to fix this?
Post edited by jericho1080 on

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If using subdivision and morphs together it will happen. When exporting a character subdivided at 2 with FACS + JCMs it can easily hit around 45-50GB during export on my system, and that's without hair or clothes. If I try to do subdivision 3 and those morphs it will hit my 64GB limit and crash. Morphs can eat up a lot of memory when creating or reading an FBX and each level of subdivision multiplies that cost.