Originally posted by GalaxyMan2015
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Why hello there, I've started grooming out some hair assets for Hairworks and I've run into some... problems.
For information;
- Using Galaxyman's merged branch of 4.9.1
- Using a retargetted skeleton/animation set to "Skeleton" in the skeletal mesh
- Exports from the Hairworks viewer and the Hairworks plugin in Maya have identical results.
- Rig is the standard A.R.T. Rig
- Hairworks viewer works fine, cannot load asset settings in UE4
It almost looks like the skinning is just... off, but I have no idea what is actually going on. I might just be dumb.
Thanks in advance for any assistance given!my site: www.nikidebakker.nl
Or here: https://www.artstation.com/artist/kettun
I'm looking for work. Character work. you can contact me anywhere
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Make sure u have not applied any type of scaling to the hair or the growth mesh (mesh used to spawn the hair) in your modelling package (reset any scale), and do the same for transformation. Make the pivot point at the origin. I too have had some issues with skinned hair where it looks fine in the viewer but not in UE4. usually its just trial and error until it works, but I have found translation/scale can cause issues.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
Feel free to Donate if you wish to support me
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After making a clean blueprint, it seems like it comes in rotated 90 degrees +X, which is strange in and of itself. went over the Maya files, everything is as you said, no translations, rotations, or anything.
The second any animation is applied it stretches, as if the growthmesh is beeing animated wrong.
Does it matter if there is an apex cloth file attached to the same skeletal mesh?my site: www.nikidebakker.nl
Or here: https://www.artstation.com/artist/kettun
I'm looking for work. Character work. you can contact me anywhere
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Originally posted by GalaxyMan2015 View PostMove where u have extracted the files to a lower directory, ie. C:\UnrealEngine
Thanks regards.
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Originally posted by Kettun View PostWhy hello there, I've started grooming out some hair assets for Hairworks and I've run into some... problems.
For information;
- Using Galaxyman's merged branch of 4.9.1
- Using a retargetted skeleton/animation set to "Skeleton" in the skeletal mesh
- Exports from the Hairworks viewer and the Hairworks plugin in Maya have identical results.
- Rig is the standard A.R.T. Rig
- Hairworks viewer works fine, cannot load asset settings in UE4
[ATTACH=CONFIG]62955[/ATTACH]
It almost looks like the skinning is just... off, but I have no idea what is actually going on. I might just be dumb.
Thanks in advance for any assistance given!
looks like you have scaled your character first and then activated the hair right?, first put the character ( dont change the scale) and then put the hair and then scale them together.. this is how i did it with my Peach character http://imgur.com/r987W4V 3Ds Max
if you are using multiple hairworks, use the box collision so the hairworks wont dissapearLast edited by iuhiuh; 10-26-2015, 09:13 PM.
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Originally posted by iuhiuh View Postlooks like you have scaled your character first and then activated the hair right?, first put the character ( dont change the scale) and then put the hair and then scale them together.. this is how i did it with my Peach character http://imgur.com/r987W4V 3Ds Max
I just completely remade my growth mesh from scratch, which resulted in... exactly the same thing. I'm going to try one more thing, which is altering the retargetting in the skeleton from Skeleton to Animation in persona, to see if that does anything.
If -this- doesn't work! then I dont know that will.
EDIT: - And that didn't work either. So the only option remains remaking the rig, I suppose.Last edited by Kettun; 10-26-2015, 09:00 PM.my site: www.nikidebakker.nl
Or here: https://www.artstation.com/artist/kettun
I'm looking for work. Character work. you can contact me anywhere
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Originally posted by Kettun View PostThere's no scaling going on anywhere, I'm afraid, not in Maya, nor in UE4.
I just completely remade my growth mesh from scratch, which resulted in... exactly the same thing. I'm going to try one more thing, which is altering the retargetting in the skeleton from Skeleton to Animation in persona, to see if that does anything.
If -this- doesn't work! then I dont know that will.
EDIT: - And that didn't work either. So the only option remains remaking the rig, I suppose.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
Feel free to Donate if you wish to support me
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Originally posted by Kettun View PostThere's no scaling going on anywhere, I'm afraid, not in Maya, nor in UE4.
I just completely remade my growth mesh from scratch, which resulted in... exactly the same thing. I'm going to try one more thing, which is altering the retargetting in the skeleton from Skeleton to Animation in persona, to see if that does anything.
If -this- doesn't work! then I dont know that will.
EDIT: - And that didn't work either. So the only option remains remaking the rig, I suppose.
I hope this helps..
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Thanks for all the suggestions, I've followed them all, but now comes the kicker!
That's what i'm dealing with. The purple lines are the skeleton, in the left most figure it's completely static (No skinning) and the hair clips through the neck, but it works. sorta.
In blueprint viewport it has porper shading (For the most part) including diffuse. In the game viewport however, there is no diffuse shading, whatsoever, and specular shading is completely borked from speculars from other lights than the directional light that's lighting it. There's also no diffuse in a new level with only a single directional light (default scene)
In the middle figure... I don't know what happens. That's what happens when I parent the Hair directly under the skeleton. On a positive note, I know the skinning works! but the game crashes the second it's played with that in the scene.
Left most image and small images are the maya scene. (It contains PhysX nodes for the purposes of Apex Cloth, exports and works just fine.)
I'm exporting in cm, and those are my working units. If I mess with the scale, it just scales the entire malformed skeleton. ABP, APX, Y-up, Z-up, Right, left. any combination of these doesn't do a thing besides rotate the skeleton on import.
Just wondering, are all of the other examples right now made with 3dsMax? it sure sounds like it.
And if this is the case, I doubt this will be something that I can fix.my site: www.nikidebakker.nl
Or here: https://www.artstation.com/artist/kettun
I'm looking for work. Character work. you can contact me anywhere
Comment
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Originally posted by Kettun View PostThanks for all the suggestions, I've followed them all, but now comes the kicker!
That's what i'm dealing with. The purple lines are the skeleton, in the left most figure it's completely static (No skinning) and the hair clips through the neck, but it works. sorta.
In blueprint viewport it has porper shading (For the most part) including diffuse. In the game viewport however, there is no diffuse shading, whatsoever, and specular shading is completely borked from speculars from other lights than the directional light that's lighting it. There's also no diffuse in a new level with only a single directional light (default scene)
In the middle figure... I don't know what happens. That's what happens when I parent the Hair directly under the skeleton. On a positive note, I know the skinning works! but the game crashes the second it's played with that in the scene.
Left most image and small images are the maya scene. (It contains PhysX nodes for the purposes of Apex Cloth, exports and works just fine.)
I'm exporting in cm, and those are my working units. If I mess with the scale, it just scales the entire malformed skeleton. ABP, APX, Y-up, Z-up, Right, left. any combination of these doesn't do a thing besides rotate the skeleton on import.
Just wondering, are all of the other examples right now made with 3dsMax? it sure sounds like it.
And if this is the case, I doubt this will be something that I can fix.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
Feel free to Donate if you wish to support me
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