Mike9
(Mike9)
January 8, 2018, 3:39pm
28
anonymous_user_cbe433ac:
Virtual bones likely don’t work because the bone indices are serialized in that fur asset. Since the indices are sampled from the asset when you import your fur mesh, it has no concept of virtual bones. The way this thing works, it copies bone matrices manually every tick into the scene proxy which then passes it off to the compute shader. This is not a very good design, the performance is awful and it means that if the rig changes you need to reexport AND reimport your fur mesh with the exact same rig data. This is a design issue I am still trying to solve, perhaps by always acquiring the matrices from the master pose component.
I have rewritten the vast majority of the data pipeline (everything except the scene proxy and shaders) to fit my needs and learned a lot about how NeoFur was built. Don’t feel discouraged or overwhelmed, it is absolutely possible to maintain this.
Also those warnings are easily removed by switching out the offending functions for the ones mentioned by Epic. It works perfectly.
I wasn’t able to figure it out last year and didn’t have enough time to dig deeper into the source for the virtual bones. The problems when the rig changes is something I also stumbled over. Thank you for the explanation that should help a lot knowing whats the issue.