Weird Set Master Pose behaviour

The skirt and the oger share the same . I have created and imported both with the same workflow. I have different cloths that do work. The skirt however gets stretched to the floor if it is used with “set master pose component”.
does anyone have any idea why this is happening? is this a bug in the engine?

Hi btengelh,

We’ve had some users encounter this kind of trouble if they’re using morph targets combined with PhysX cloth. Do there happen to be any morph targets on the cloth?

However, if that’s not the case (it isn’t happening without SetMasterPoseComponent, so that seems likely), could you upload your assets to a cloud storage service and PM me the link on the forums?

-.

Hi - sent you a PM on wednesday. Just wanted to drop a note here in case it got lost or there were problems with the download. Cheers! Ben

Hi btengelh,

I wish I’d been able to get to this sooner. I don’t know if you solved the issue yourself, but when I looked at the for the skirt, I noticed the Thigh bones were grayed out, meaning they had not been skinned to the skirt.

While you’re expected to be able to have additional bones with some meshes, they are generally on the end of a branch in the heirarchy. Now, when you have an accessory that has LESS bones influencing it, especially removing bones out of the middle of a branch in your heirarchy, issues like this come up. It might animate just fine when you play an animation, but when you use SetMasterPoseComponent, it’s not necessarily paying attention to the names of the joints, but instead on their order.

So when you had the Thigh bones removed from the for the skirt, you created a gap in the heirarchy and SetMasterPoseComponent freaked out.

Anyways, I’m sending you back an FBX of the skirt that works (on the forums). You’ll probably need to adjust the skin weights because I just did a quick SmoothBind, but it doesn’t stretch out and go crazy.

-.

,

I’ve got the same issue and I’m having trouble figuring out exactly how to fix it. I’ve read and reread your answer a dozen times by now but I don’t have the fbx that you send the OP for reference…

This is what the of my clothing looks like. This is using the default Epic A.R.T. hierarchy PLUS the additional bones at the end. In my case, I’m going to be simulating physics on those bones but I can’t get to that step because as soon as I call SetMasterPoseComponent everything from the bone “anchor” below freaks out just like the above post.

100199-clothinghierarchy.png

My piece of clothing is a simple loincloth, so it only REALLY needs the pelvis to influence it. I read your post here so I tried to give small influences on the joints in between (spine_01, thigh_l, thigh_r) in order to un-grey them in UE4. I did manage to un-grey them but it didn’t fix the issue. I’m certain that there is something that I’m missing because my case is similar to the skirt case above. I can’t figure it out though, so I could really use your help if you’re willing :confused:

Hey ArjunTheMiella,

Does the “Master” Skeletal mesh have a different than the “Slave” mesh? If so, you’ll need to import the loincloth onto the existing . The Character SkeletalMesh and LoinCloth SkeletalMesh should share the same . If that doesn’t help, let me know.

-.

,

Thank you for replying!!!

The master is the same as the loincloth BUT the loincloth has the extra bones (anchor, cloth_01, cloth_02, cloth_03). So in my case, the slave (pictured above) has extra bones.

My workflow has been to import the clothing and select the asset of the character the clothes will go on. So I have been importing my assets the way you mentioned above.

This is the master

100215-masterhierarchy.png

This is the slave

100199-clothinghierarchy.png

Everything is happening exactly as you answered to the OP. If I view the animations in Persona, they’re fine. As soon as I SetMasterPoseComponent though, it breaks.

Is it not possible to have a slave component with extra bones? It seems like this is a common use case.

Hmm, well since the original is using physx cloth and you’re simulating bones, would you mind making a new Answerhub thread? You can also PM me your FBX files in the meantime. We will continue discussing in that thread (mention my name so it is assigned to me).

-.

,

I PM’d you but I haven’t created a new AnswerHub thread because I don’t know how to mention you…sorry :stuck_out_tongue: did you get my PM?

Just put it in the bug reports section and literally type my name. The person assigning them out will see it and give it to me

Yes I got your PM

Hey ,

Sorry to bother you, I’m sure you’re very busy. I made a separate thread with your username in the title and I PM’d you. Just making sure I didn’t get lost :slight_smile:

See response in other post