I'm attempting to do something pretty specific with the face panel feature in the MHX2 override settings. What I'm attempting to do is to use the MHX rig option in the override import settings panel in Blender with the Face Panel option also checked to generate a number of characters with a facial animation rig. I then want to create other characters using this rig setup so that they can all share the same facial and skeletal animations in Unreal Engine 4 using the same skeletal asset. The problem that I am having is that, in order for this to work, the bones in each character rig not only need to be named EXACTLY the same, but they also need to be listed in the exact same ORDER. Otherwise Unreal sees that the two skeletons technically have different hierarchies and will not allow those two skeleton to share a skeletal asset.
So let's say in my base skeleton I have 4 bones parented to the head. The left and right eye, the tongue, and the jaw.
In the first skeleton that I use as my base, the bone hierarchy would read like this:
Head
- Eye L
Eye R
Jaw
Tongue
In the next character I create all the names are the same, but their order is different so I'll get something like this:
Head
- Jaw
Eye L
Tongue
Eye R
Below I've attached some examples of what I'm describing as well as a snap shot of my import settings in case that is helpful in figuring out what might be causing this. If anyone can help me I would appreciate it