Mesh deformation when using geografts

Hello everyone,

I have been breaking my head over this problem for days now and it's driving me up the wall. I have Victoria 9 in Daz, with the Golden Palace and STX geografts applied. I am then importing the Daz file into Blender using Diffeomorphic.

In Diffeomorphic, I'm importing base JCMs, as well as additional JCMs for the Golden Palace. After I'm done further cleaning up the object I using Diffeomorphic again to merge the geografts. I then load a Golden Palace pose preset (Pose 03 in this case, with the figure lying on the back with their legs held up). Everything looks good so far in Blender. I then using the Better FBX exporter to export the base shape and animation to Unreal Engine.

In Unreal Engine, I import the FBX file, and end up with a bunch of materials, a skeletal mesh and a skeleton of the figure in A-pose, and a single frame animation sequence that represents the pose preset I loaded. The base skeletal mesh and skeleton look completely correct in Unreal. However, when I look at the animation sequence where the character is lying on their back with their legs held up, the Golden Palace graft is sticking forward too much, looking very odd. If I take a look at the wireframe I can tell that this area is very stretched, whereas in Blender's wireframe, the geometry looks very smooth.

Something is going wrong between Blender and Unreal, but I can't put my finger on it. There's a lot of things I already tried:

  • Baking shape keys
  • Manually posing the character instead of loading the preset
  • Different orders of operation when it comes to merging the geograft
  • Removing the "Graft" vertex group which is not mapped to any bone

I am getting at my wit's end here. Does anybody know what could be wrong?

Comments

  • So, it appears the issue was with the Preserve Volume option of the Armature Skinbinding modifier in Blender. In order to replicate that in Unreal Engine, you need to apply a mesh deformation to your skeletal mesh that performs dual quaternion skinning. The following video helped me to fix it: 

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