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I have 4 custom wardrobe .uasset files (hosiery/nylons built specifically for MetaHuman female templates). Currently, attempting to export them from Unreal Engine 5 using the native FBX exporter results in a hard engine crash ("Array index out of bounds") due to corrupted skeletal data or missing bone arrays from the original vendor. I need a technical artist to bypass the engine editor, extract the raw data, repair the skeletal hierarchy, and return working files. Scope of Work: Extract Data: Use FModel, UModel, or equivalent datamining tools to bypass the UE5 editor and extract the raw geometry, skeleton, and original skin weights directly from the 4 corrupted .uasset files. Repair Hierarchy: Clean up the broken bone arrays or missing vertex weights that are causing the native exporter to fail. Identify & Map to MetaHuman Templates: I do not have the exact Epic body type tags for these 4 specific assets. You must analyze the extracted geometry and metadata to determine which of the standard Epic MetaHuman female body templates (e.g., f_med_nrw, f_tal_unw, f_srt_ovw, etc.) each file is intended for. Once identified, ensure the repaired skin weights map accurately 1:1 to those specific templates without any clipping. Final Deliverable: 4 clean, fully rigged Skeletal Mesh .fbx files that import cleanly into UE5 and can be dropped directly onto their corresponding MetaHuman blueprints with functional skin weights and zero crashes. Please include the identified body type in the filename of each returned .fbx (e.g., [login to view URL]). Requirements to Apply: In your proposal, please explicitly confirm that you understand this job requires extracting corrupted .uasset arrays outside of the UE5 editor (due to the export crash) and identifying the unlisted body templates, rather than just rigging a static mesh from scratch.
Project ID: 40539769
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Active 7 hours ago
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