APEX causes Morph Targets to not work.
When I apply APEX cloth to a material that has morph targets the morph targets no longer work. In the material I have checked both Used with Cloth and Used with Morph Targets. Am I missing something? Was there another box somewhere that I was supposed to check? I don't think I'm forgetting anything. Pretty sure this is a bug.
(This is on a skeletal mesh btw.)
asked Nov 02 '16 at 02:42 PM in Bug Reports
Yea, well at least I found this thread here. After 2 days. Now I know that further research in the matter is useless. At the very least this must be mentioned in the documentation of the clothing tool. Just like the fact that you cant use more than 16 collision objects on a mesh with clothing!
I mean people expect certain functionality and if Unreal does not provide it the least you can do is write about this clearly in the place where people get their first information from to save us frustration.
I would settle for a way to edit a clothing information nd then be able to transfer it over to another skeletal mesh that has the morphs baked into it, since I have a small number of fixed body morphs and would be willing to export them baked from my 3D application but it looks like not even that is possible.
Instead, the only possible solution now is to export each bodymorph baked and then do the clothing painting again and again and again on each mesh.
That really sux!
answered Feb 05 '18 at 10:06 PM
Just getting back to you! I have reproduced this issue and logged a report for it here: https://issues.unrealengine.com/issue/UE-38256
You can track the report's status as the issue is reviewed by our development staff.
answered Nov 04 '16 at 01:53 PM
Not to add to the broken record... but I am using the built in clothing (apex) tool. And it does not seem to be related to material groups, but the second you apply a clothing asset even before adding any weights, it disables the morph targets.Could anyone elaborate on what they meant up there when they were talking about separate material groups? or was that before the built in tool when importing, and now that its a built in tool it disables morph targets for the entire mesh?
I would have to agree that even if there were some sub optimal results that would have to be finagled, or if sometimes the results were just down right undesirable, it would still be more effective not to have it auto disable morph targets.
Edit: Using 4.17.2
Oh I'm not expecting this to be changed. Thanks for the quick response. But what I am seeing is that the clothing asset is applied to the mesh, not to the material.. and that once a clothing asset is applied to a mesh, morph targets are disabled for the whole mesh. But its not a huge deal, I can find work arounds. I will just be attaching separate meshes for the moving parts, and stuff like robes that are one piece, I will disclude morphs to grow with the character size and just make the all enveloping.
answered Dec 01 '17 at 04:49 PM
from what I heard Unreal 3 can do that? anyone can confirm this? UDK is still usable?
answered Dec 01 '17 at 05:36 PM
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