I spent 8 hours of my day developing/researching how to make squishy cartoon eyes export to Unreal Engine all with no lattices nor shapes nor extra nodal programming. Too much? Maybe.. but now I have a working proof of concept - I will be unstoppable.
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#giffy #eyeballs #3dexperiment #3ddev #unrealengine #ue4 #blendertoue #bfa #bforartists!
I can understand why you wouldn't want to use shape keys, what are the downsides to using lattices? (I don't have much in the way of experience with them). Yay for working proofs of concept and being unstoppable!
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Ah, lattices are Blender specific and will not export to Unreal Engine (unless through baked Alembic vertex caches). In order for a character to export to Unreal Engine, I need him *.FBX compatible - in other words principally baked deformer bones driven by constraints internally in Blender.
Dude, just to say. Thanks for all the comments and interaction on my posts.
You really put a lot of meaning to this community, and I am happy to see you keep at it. Thanks again.
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