

I’m not finding a tutorial this morning well that covers those steps.Īn overview of that process: You have to build a material that will behave like your maya material will in ue4 (similar as above, but likely different behavior, so different node setup). There’s a slightly more involved process to setting that up. If you are trying to use key driven data, for very specific animation timings. Here’s the ue4 documentation on that process If you want something to scroll at a given speed, a custom material with a panner node may get you what you need. What is your goal for the placement animation in unreal?

To my knowledge as of ue4 4.27 unreal does not have an automated way to import this 1:1. Or to make a projection style material, rig up the projections history to look back at your eyeballs. (if I remember, been a year)Įdit - Multiple old school solutions if this is for a 3d render, is to make a spherical eye, and use a lattice to get the non-spherical shape at the end of the deformation stack. If heading to a game engine, the center of your pupil texture/uv’s will matter for the offset math. I used this method because I needed to duplicate the same math in a material node in unreal, and I didn’t have access to other maya trickery. I’d probably try some sort of layered texture to solve the bg grey if still in Maya.

Since I was outputting this behavior to unreal, I didn’t have to tackle that. You’ll have to solve the background color if you are going to stay in maya. I used extra UV sets to align to “my pupil” textures, so they could be centered and the math be made easier. (probably a multiply to so the motions easy to control) You’ll also require an offset to get the center correct. Disable wrapU and V on the texture also in the place2dTexture node, and you won’t get extra eyes. Just repeat less to scale up, and more to scale down. The repeat UV on the place2dTexture node can be used like scale. I had to do this for Spyro’s eyes on the Reignited trilogy. Depending what your final destination is this may or may not work.
