Yes, I placed my hair component under my skeletalmesh component as a child component.
When I translate/rotate the mesh, the hair moves along, no problem, but it just won’t deform when the the mesh is playing animation.
I even printed the hair’s parent component in event begin play, and it shows correctly as the skeletalmesh’s object name.
In your reply post, you said you use the same mesh. Do you mean you only use one mesh in 3ds / maya without using any extra growth mesh like in tutorial video?
v=Nwji3ZTrbCI
I use only one mesh at first while I was creating my hairwork node, then when it didn’t work out (fur not deformed in UE4) I copied the original mesh and create hairwork on top of that, and then export the whole scene, but still no luck.
I downloaded Nvidia’s hairwork demo project, and opened it with my UE4 editor, and the hair works fine in the demo map, yet, I don’t see any differences between its blueprint setup and mine.
Does your spline animate with the mesh in 3ds /maya? Because after I hit Guides -> Spline, the created spline don’t animated with the mesh unlike the guides in hair and fur modifier, are you experiencing the same thing? Or maybe is just the way it suppose to be?
I am running out of ideas. /_\
HairWorks plug-in Version 1.1.11028.12472
Plug-in Version 3.00.01116.02380
SDK Version 3.3.0
yes - I just have the one mesh skinned in Maya. I created the guide curves with XGen and those deform along with the skinned mesh. When I create the Hairworks node I convert them to curves and select the group as the guide curves and, like yours, these curves don’t follow the skinned mesh but they don’t need to.
Sounds like you are doing everything right, especially if it’s animating ok in the Hairworks viewer. Will let you know if I think of anything.
Well, When I was trying out HairWorks in the beginning, I followed the Nvidia tutorial in which they just use Export All when exporting both the fbx and apx. That worked fine for me in UE4. But later on after making a few changes to the hairstyle, I got rid of the growth mesh altogether and just used the base skinned mesh to author the hair (I’m using Shave in Maya). It still worked fine in engine.
Another thing you can try is unparent the HairWorks component from the skelmesh in your blueprint, then check and see if it’s transform values match the skelmesh’s transforms. If it does, then drag the hair component onto the Skelmesh component. I had some issues with placement when I was setting up my blueprint. Hope that helps. Also, could you share a screenshot or video of what your hairworks is looking like in engine?
I’ve tried importing my .fbx and .apx to the HairWorks Tech demo project morning (to verify if there’s any project setting I have overlooked), but the fur still refuse to animate with the mesh
Hmm everything seems fine from the screenshots. And you did mention it worked fine in the HairWorks viewer, so it can’t be an with exporting from and is something in the engine. Can you post a screenshot of the Hair component settings in your blueprint? Might be some setting there.
EDIT: Also can you show me how you’ve set up your hair guide curves in 3Dsmax? if the guide curves do not begin exactly at the vertex of the mesh, that guide curve won’t deform with the mesh. Hope that helps
Could somebody @ Nvidias Demo Team Please Update the Apollo 11 VXGI Techdemo, never saw a Released Nvidia Techdemo failing for so long Driver Release wise,it starts to feel strange.
It’s VXGI part seems completely broken on GM204 (GTX 970) 359.00 WHQL
://www.nvidia/coolstuff/demos#!/apollo-11
Or will you update it first once VXGI is fully stable ?
Your VXGI/AO LDR Sponza sample applications still run without issues
Feel free to send me your FBX and APX files and I can take a look. Normally theres something off in the APX file that causes it not to work in UE4. Just PM me and I will send you my email address.
We’re experiencing a crash while running Hairworks 1.1 in the VR preview in 4.9.2. Previous editor versions worked (somewhat) but now it’s a hard crash after hitting play. Any ideas? I’ll include the log below.
I’ve also come across a strange while using Hairworks in VR in 4.9.1 and earlier - The displays for each eye render the hair object slightly offset from its correct position (and in opposite directions for each eye). It has the effect of making the hair appear to float at each side of the head instead of the center where it is attached. offset appears to be based on distance as well. As you move closer to the hair object the position of the hair in the 2 different eyes begins to converge toward the correct position.
Does sound like something you would be able to fix? Or is it even possible to fix? We’d be happy to compensate you for your time as well.
Honestly have not tested any of the GameWorks techs in VR. So there are bound to be issues. I do have a DK2 so I could certainly test, just may take some time due to simulation sickness which hits me hard.
My card blew out on me, so i need a new one, I saw alot of ppl get the GTX 980, but I’m kinda strapped for cash, anyone got info on if a 960 will work?
I can confirm the 960 works with Gameworks. I don’t know the performance Differences, but I use the 960 with 's Branch. I primarily just use VXGI, HBAO, and Hairworks. They both work fine for my needs.
Hey im CryZENx and when it comes to 3ds and hairworks im the expert
so the bones you have named in 3ds are rabit xxxxx
when you import your model in ue4, ue4 fixes the space between the name so ue4 will change the bone name to rabit-xxxxx
make sure to remove the space from all the bones in 3DS and export it in ue4 again and it should be working!
Progress report on my hairworks project; completely changed the hairstyle now with it’s own custom scalp mesh. With r.Forwardlighting 1 it looks pretty decent now.
I’ve noticed that with the latest build from the Hairworks wishes to only exist in one place at the same time, if I have it open in blueprint and in the editor viewport, it will prefer the blueprint viewport, and not go back to the editor viewport unless I close the blueprint editor and then simulate/play the main viewport.
Generate project files.bat is not working i guess. Its just stuck 3 hours without doing anyting. I’ve tested official vxgi it works fine. But 's 4.9.2 not working. any ideas?