Vertices pulling off Alembic when imported into Unreal?


#1

I have a rigged, animated, character in Maya and am trying to import it’s animation into Unreal Engine 4 by importing as a skeletal mesh import type Alembic file, although I’ve noticed that when playing back through the editor some of the vertices pull off the model on certain frames. Does anyone know of the reason for this? Is there another type of exporting from Maya and importing to unreal workflow that would be better recommend? Any help would be appreciated as this is my first time working with Unreal.


#2

When you painted the skin weights for your character, did you paint using “Post” mode?

Your vertex might have a missing weights that don’t add up to “1”.

Just a guess but hopefully that might be the issue.