Hi guys,
I'm trying to export wrist corrective blend shapes from Maya 2022 to Unreal 5, but regardless how I do it they come out incorrect in Unreal. I used pose editor only at first, but exporting BS didn't work - they looked distorted, then I converted pose target to mesh deltas and created BS again. Diffrent output, but still not the same as in Maya. They are made on skinned mesh, input hierarchy is correct, like in Autodesk instructions.
wrist blend shape in Mayawrist blend shape/morph target in Unreal