The crash is 100% reproducible when setting the cloth on the material, after importing the .apx file into the mesh.
The apex file is one that uses a custom lower resolution physical mesh that is different than the graphical mesh. This is something that is built into Apex but I haven’t gotten this to work in UE 4.6 from either 3dsmax or Maya.
Could someone attempt to reproduce this with my test files?
Hi Tim,
I’ve done the same process with Maya and 3dsmax and I tried .apb and .apx with the same crash result.
I think you are missing the main step here. If you have a high res graphical mesh you may not want to simulate all of those vertices. So you instead use a “custom” physical mesh. What I did was take a simple plane, position it to the same location as the cloth mesh and skin it to the same bones. In the tool 3dsmax or Maya, where it says “Physical” mesh you can replace it by selecting “Custom” and choosing the plane mesh. It will now simulate using the custom mesh as a guide and only simulating the vertices on that mesh while binding the graphical cloth mesh to it.
http://screencast.com/t/fumDlVsKh
I have linked to a screen capture of me creating this example. Try this and see what happens on your end.
Thanks!
It seems that the officially released Apex plugins for Maya 2015 and 3dsmax 2015 are not fully compatible with the current Apex version in Unreal. I’ve had interaction with someone at Nvidia/Apex and they supplied me with plugins that seem to be compatible so far with the Apex version in UE 4.6.
UE 4.6 is using Apex version 1.3.1 - APEX_ClothingGPUPROFILE_x64.dll
The plugins in Maya 2015 - Apex 1.3.2
The plugsin in 3dsmax 2015 - Apex 1.3.2
The plugins I now have for both are running Apex 1.3.1 similar to that of UE.
I will report back and confirm that the crashes are gone and things are working properly.
I’ve not had a chance to go through your capture yet. I will get a chance this week to take a better look.
PhysX and APEX are currently at 3.3.1 and 1.3.1 as you point out for 4.6 and 4.7.
PhysX and APEX 3.3.3 and 1.3.3 are in the process of being integrated. Last I talked to Ori this was going to be in the master branch (available on GitHub as 4.8) very shortly.
I use the DCC Plugins for 3.3.2/1.3.2 for Max 2013 with no issues importing assets into UE4.
I’ll update once I’ve had the chance to dig into the clothing issue and attempted to replicate your video. (Thanks for posting that by the way!)
If you could mention what has been fixed that might be helpful. What Apex version will be in the 4.8 update and are you familiar with which version of the currently public tools will be compatible?
This is the notes from the developer who fixed this:
" Add zeroed vert mapping for verts outside of the real sim verts mapping."
This is the extent of what I know regarding this report. I’m not familiar with any plans from NV to release an update to their dcc plugins or when that would be.