Hi, I’ve encountered a problem and I can’t figure out what to do. The issue is that my blendshapes sliders are being renamed and NOT following the names of the geometry to which they refer. This is affecting the downstream portion of my pipeline which is basically FBX export to Unreal Engine.
Anyway, lets stay with the Maya problem first: I have a character MESH file. Inside the MESH file is the character model and a bunch of blend shapes (smile, eyes-up, etc) to control the facial expression.
I reference the MESH into a RIG file. In here I bind the mesh to the rig and set up the blendShape node. It is from this RIG file that I need to spit out a FBX export.
Thing is, for various FBX/Unreal reasons I HAVE to create the blendShape node inside the RIG file. But, when I do the sliders get the wrong names. Instead of being called “Smile” and “eyes-up”, they get called “Weight[0]” “Weight[1]” etc.
Without manually renaming everything how do I get the blendShape node to name the sliders properly i.e. after the underlying object.
This problem only appears when blendShapes are wired up after a reference has been set up. Creating the blendShape node in the native MESH file works fine, so it seems to be a problem over a reference chain. Unfortunately FBX/Unreal demands that I do it the ‘broken’ way.
Any ideas?
Barry