| Here is also a screenshot of what it looks like in 3DS Max and a look into the stack as well. I'm not sure what will help you so I'm trying to provide as much as I can Attached Files: |
| Update, I've followed the exact same flow I used before to create my groom. However this time I did so on a very simple box mesh. I've rigged the box with 5 bones. Root, Left, Left Inner, Right and Right Inner bones. I've also added morphers which change the length of the box. I then animated the box over 90 seconds, changing the bone rotations and the morpher values.
I then exported these to UE4.27 and they are working after setting them up as before. I've attached a video showing it working for this very simple object. So then, why does it fail for more complicated objects like my female character? Am I doing something wrong? Attached Files:Demo.mp4
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| I tried removing as much as possible from my character in 3DS MAX to make it as simple as possible. I then imported this one into a seperate folder and imported the groom as well.
No luck. The eyebrows are still not adhering to the mesh and they are not following the bones. They eyebrows are also still facing the wrong direction. I'm not sure what to do. |
| I've attached my Max file. I've removed the morphers from my character and a lot of other mesh pieces like the eyelashes, eyeballs and teeth. The only thing that remains is the body mesh and it's skinning and a quick groom I threw up for testing it out. The same problem persists when I attempt to export to UE4.27 Attached Files:Test.zip
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| Hi, I'm not sure if this is a problem with Ornatrix. Are you using a "Create New Groom Binding Asset" to attach the export Ornatrix Alembic to a mesh inside Unreal Engine? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Yes I have the Groom Binding Asset, please see the screnshots I've provided which shows them on the groom component.
I've also provided a video showing it working on a low poly object, but my higher poly object seems to not work using the same setup. |