Hello. Mini guide for NVIDIA HairWorks. + 3 official Nvidia Tutorial.
In order to have earned Hair Works in the Unreal engine 4, you need to download the source code of the engine with the integration of Hair works-a separate branch of NvPhysX / UnrealEngine https://github.com/NvPhysX/UnrealEngine/tree/HairWorks
Does it matter what version of physx is installed in 3ds max?
Because I got failed import every time despite hairworks asset working in viewer.
I am currently using physx plugin 3.01 (newer version didn’t export working apex cloth, at least some time ago)
Yes u dont have to use bones, it just wont deform when applied to a skeletal mesh. For example, I dont use bones when I create hair pieces, coz the head doesn’t really move besides the neck joint, but if I was to make a cloak or something, then I would use bones.
Hi, after export my .fbx and .apx files into UE4, the fur shows correctly on the mesh.
However, if i add an animation to the mesh, the fur won’t deform with the mesh. (for additional information, the created splines won’t deform with my mesh in 3dsmax, either)
In 3ds max, I use one skinned mesh and add the “hair and fur” modifier on that mesh.
In this tutorial: NVIDIA HairWorks 3dsMax Tutorial - YouTube he’s using 1 detail mesh and 1 growth mesh create hairworks on growth mesh and then exported the entire scene.
I thought I could skip the growth mesh part, since I could create hairworks using (skinned) detail mesh alone–is this apporach causing the problem?
This is my first time trying out Nvidia’s hairwork, so apologize if this is a dumb question.
I’ve downloaded Nvidia’s HairWorks Viewer, and load up my mesh.fbx and hairwork.apx into the viewer. It turns out the fur sync well with the animation in Viewer.
So I’m sure the hairworks were exported correctly.
So it could possibly be something I missed up or overlooked in UE4 side??
The way I do it, I just made an actor blueprint with the following component hierarchy:
sceneRoot
. Skeletalmesh
. . hairComponent
and assign the mesh and hair asset accordingly. I use the “Use Animation Asset” to assign animation to my mesh.
The fur just won’t sync with the animation no matter what.