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)
Not sure where I’m missing, I followed
this tutorial for hair creation: watch?v=Nwji3ZTrbCI
and this tutorial for importing to UE4: watch?v=09Oy92QGrQc
I think I’m missing something simple, but can’t seem to track down the problem.
Can someone help me here? Thanks in advance.
2015/11/21
An updated information,
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 miss up or didn’t set correctly in UE4??
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.
I don’t know if this may help, but if you are using a skeletal mesh you would need to create a SkeletalMeshActor blueprint, (not an Actor Blueprint) then attach the hair, etc.
how do you make a skeletalmeshactor blueprint if not using a actor blueprint? i just create a actor blueprint and add a skeletal mesh within the blue print and the hair file aswell? what am i doing wrong?
New Asset → Blueprint Class will open up a dialogue labeled “Pick Parent class”. In the lower half type “Skeletal” in the search bar and you will find “SkeletalMeshActor” in the list. Select that, add your skeletal mesh and create your hair hierarchy as you had in your Actor Blueprint.
yeh i figured what you meant, but no that didnt work, and its not really hair its fur that covers the entire body i guess ile have to make physical fur usin maybe vray or something ://
You may want to look at the Hairworks demo project file (found in the NVPhysx UE4 4.7 build) to see how they’ve implemented their character setups into UE4. IIRC there’s a quadraped character with fur included as well.
Someone on the UE4 forum told me its has to do with the bone naming in my mesh.
Simply put, I shouldn’t have spaces in my bone name.
For instance, in 3ds max, if you have spaces in you bone name, the spaces will be converted to ‘-’ after importing to UE4, but the fur WILL NOT animat with the bone!!
You have to delete the spaces in your art software and import it again to UE4 editor, and the fur should sync with the animation after that. At least it worked for me.
I’m having a similar problem using Maya. In Maya the hair deforms with my joints but when I convert guides to curves in Maya I can see that the curves no longer deform with my model. I feel like that’s the essential step that I don’t know how to fix :\