When I export a character (SubD2) the resulting FBX is huge. Around 700mb. I guess it’s due to the number of body morphs that the model has.
Is there a way when you export for Unreal to only keep the facial morphs and remove the rest?
EDIT: My concern is not really the size per se, but that this size of fbx takes forever to import in unreal literally around 15 minutes where the engine is unresponsive. It works in the end… but I’d like to make that faster.
turns out the issue is not that all body morphs are exported, they are not.
However the character contains all face morphs. And those morphs represent data for each vertices of the whole body.
I managed to reduce the size by 30% by separating the head from the rest of the body and removing the shape keys from the body.
But moreover, when exporting a cloth character, you can check a box “delete hidden face”.
Turns out it does exactly what it states, deleting the face, but not the vertices. So you still have a huge amount of wasted data (like a character with trousers, still have all vertices for the legs), and this compounds with previous problem all these vertices are pat of each shape keys of the mesh.
Removing them in blender (edit mode, “delete loose vertice”) dropped the side by more than 50%
however… once I did that the model was not importing into unreal anymore, and crashing the editor with an error … (maybe I went too far into deleting stuff)
I raised some issues on the issue tracker, especially this one
IMHO that would be a huge improvement to the CC5 to Unreal workflow.