It shouldn’t be because of 4 bone influence. Could you send us some sample data showing the issues?
Help! All blender rig fur breaks!
Skeletal mesh: aaa(1).fbx - Google Drive
Growth mesh: Fur.FBX - Google Drive
Spline(In 3d Max it is very difficult to comb, how do you comb?): FurSpline.FBX - Google Drive
Hi, I bought the Pro plugin and I have the same pb, My grow mesh has some distortion and I don’t know what is the pb as it is fine in the content folder?
Will it be possible to comb the splines for the wool (during the game) in Ue4? At the same time the coloring would be!
Hello, some issues could actually be because Unreal Engine now (not sure how long) supports 8 vertex per bone skinning.
For example in 3dsmax, if you don’t specify 4 bones in the skin modifier it will default to 20 which in turn will activate 8 vertex per bone skinning in Unreal Engine.
This can be fixed by limiting the skinning to 4 bones.
Also we are working on an update which will include support for 8 bones (switching between 4 and 8 automatically same way as UE). Still, 4 bone skinning will be faster so, it’s a good idea to go that way with more expensive feature like fur.
The update for PRO version will also contain support for animated morphs.
Hey guys, quick question and/or issue. Is it at all possible to “set” the growthmesh within a character/pawn at runtime with blueprints?
I can get a reference to the growth mesh and I’ve tried setting this manually but nothing appears to show up – it only shows up when I add it thru the editor.
Is this a feature of the Pro version? Or am I better off swapping between multiple gfur components with the aforementioned growth mesh already set?
Hello,
no, we don’t support change in grow mesh at runtime. I think it’s because of optimizations.
Hi,
Any ETA for the Pro version supporting Blendshapes?
Cheers
Hi,
we already have that in the github build. Now we are testing and will submit in a few days.
Radial Forces
What do you mean by that? Shouldn’t behave like that?
Hey, I think it must be a workflow thing, but I haven’t been able to get the plugin to work with my own splines. I’ve exported splines out of both maya and max on a sphere, but I wasn’t able to get my splines to work. The demo asset works fine. I followed the steps in the documentation, but seem to be missing something. I noticed I was able to import the splines by dragging and dropping, or by right click importing, but both options didn’t see to work for me. Is there a video walkthrough of the max process anywhere?
Sorry for the issues, I will see if we can get more detailed documentation out. Anyway, we have an update on the way that will allow you to create and groom the fur right in UE.
Oh, yes, we can finally comb the generated splines with various modifiers that achieve several updates, because at first there is enough brush to direct the hairs in the right direction so that the hair does not go under the skin + symmetry modifier. And then a wavy tassel and a spiral tassel. Then a brush of a background picture for coloring.
Hi,
Seems I cannot update to 1.3, I tried to remove the plugin and then reinstall but it keeps installing 1.2!
Is this in-engine fur combing and grooming function available in this latest 1.3 update or do you mean that’s for a future update?
Grooming will come in 1.4 (we might call it 1.5).
Is this plugin compatible with landscapes, and if so, could it be used for grass? It might look really nice to have dense grass without thousands of meshes. Is the performance of this plugin good enough to support that?
It’s compatible with any mesh, although it depends on whether the mesh is static or skeletal. The full price version can do both, while the free version I’m pretty sure only does skeletal meshes. It’s easy enough to convert a static mesh to a skeletal mesh though so you could google tutorials on how to do that.
In regards to performance, it really depends. The plugin works based on shell texturing, which duplicates the mesh and offsets it outwards for as many layers as you specify. The more layers, the more realistic the fibers look. For example, a mesh with 1000 triangles with 10 layers will be rendered like a 10,000 triangle mesh. If the numbers get too high, you can use LODs to easily lower the layer number the further the camera is from the mesh.
I’ve never used this plugin for anything other than characters. You could definitely use it for a landscape, but I’m not sure what the best way to optimize it would be as it takes up a big portion of the level. Probably could break the landscape up into smaller chunks and play around with each chunk’s LODs until you like the final look of it!
I don’t think you can add components to landscape. You could convert the landscape to mesh and use gFur on that, but you would loose the landscape features.