Apex cloth corrupted mesh
My player character is a skeletal mesh made of several submeshes (one for the head, one for the shirt, one for the pant, etc).
I am using Apex cloth on the shirt and everything has been working fine until now.
Now I have added another submesh to the character: a bagpack.
I have succesfully reimported the modified skeletal mesh. But when I try to reapply the apx file to the shirt, the mesh of the shirt is badly corrupted: the position of each the vertex of the shirt with a "max distance" set to zero in the apex cloth file is reset to 0,0,0.
I have tried recreating and reexporting the apx file. I have tested various export options for the FBX file.
Nothing seems to fix the problem.
Thanks a lot for coming back to me on this matter. Actually I eventually found the cause of the problem: when I was trying to apply the apex file, the shirt had no UE4 material applied.
Although it is not explicit in the documentation, one of the requirements for the apex cloth physics to work seems to be for the mesh to have a UE4 material applied (and of course the "use with closing" checkbox of the said material must be checked).
I have another question though: I have been using the 3DSMax Apex Clothing plug in from Nvidia to setup the shirt but the vertex painting tool in Max in not very user friendly. So I have tried the standalone Apex Clothing tool from Nvidia and it's way easier to set up the clothing using that tool.
But when I import an apex file created in the standalone tool, the tangents are corrupted (the mesh is wrongly lit as if the normals were inverted). I have tried using the "generate tangent space" button in the Nvidia Tool but this did not fix the problem.
It would be great if you knew how to solve this because I'd love to use the Nvidia standalone tool from now on.
Thanks again. Deckard
answered Feb 11 '15 at 04:39 PM
I have a new problem with Apex Cloth: I have created a new character, wearing a loincloth. I have set the cloth parameters in 3DS Max. It's a preliminary setup but it's kind of working in the simulation. I have succesfully imported the model in the UE4. I also imported the APX file and applied it to the character.
If I put the skeletal mesh in tpose in the levels and apply some wind, the loincloth is animated normally.
I am now trying to retarget animations to this character and I get this error:
"Mapping vertices for Cloth Morph Target too many failed! It could introduce a bad morphing result"
Once I hit OK, the UE4 editor crashes.
Do you happen to know what could cause this?
Thanks a lot Deckard
answered Mar 05 '15 at 07:40 PM
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