This shows how you can create custom morphs for your UE4 MetaHumans using blender.
Its pretty simple once you get a hang of it, but its easy to forget a step sometimes and then it wont work. I recommend to remove LOD´s as I do, otherwise it will take even longer when importing/exporting (can take several minutes).
1. Make a copy of the face mesh.
2. Remove the LOD's
3. Export to FBX
4. Run through FBX Converter (to make the ShapeKeys/Morphs visible in Blender)
5. Open in blender. Delete the Top Node in the scene Hierarchy, named the same as your file. The top should be "root".
6. Select the mesh and set auto smooth normals to Off.
7. Create a new shape key. Set value to 1.0 and sculpt your changes. Set to 0.0 when done.
8. Rotate the head 90 degrees on X-axis. The head should look down into the floor. Apply Rotation.
8. Export FBX
9. Import to the same location as it was when exporting (import should overwrite the copy).
10. Create new bindings for all the groom assets with the new head as target and the original as source.
FBX Converter is needed and can be found here:
www.autodesk.c...
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