Problem with eye elements and deformation after converting custom mesh #43
secretweapon-afk
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Character DNA Addon
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Hi
I sculpted custom mesh using Metahuman UVs and Topology. When i tried to Convert to DNA it has some problems around eyes. (as you can see on one of the screens, eyelashes and eye occlusion shell don't snap to eyelids). Yesterday it translated to deformation issues after importing DNA into Unreal Engine. However today deformations seems ok. I want to notice, that when i tried generating it from unedited generic metahuman from unreal it worked fine. When i used generic metahuman mesh wrapped to my custom sculpt to Convert to DNA problem also occured. I also tried to include eye meshes from sculpted mesh during conversion but it doesn't seem to affect the issue.
Today I tried again to import DNA from Blender to Unreal and rig looks fine and deform well. Then i exported DNA from Unreal and imported it using plugin, it looks like mesh parts are snapped correctly. Same with importing mesh using just .fbx.


I also have a problem with mesh normals when i use DNA import with "Replace" mode. Mesh Fit gives proper normals but i have to generate full rig that have minor mismatch in some aerias (after comparing with one generated using plugin). Using Replace mode apply some weird vertex normal changes that results in "puffy shading", especially near breast area.


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