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  1. #1
    MSgt. Shooter Person
    Join Date
    Aug 2010
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    Russia, Kazan
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    125

    Default APEX Clothing doesn't work while playing game

    Hi,

    I'm working with APEX Clothing. I've created APEX Clothing asset in 3Ds Max, successfully imported it into UDK (as well as skeletal mesh and materials). So for now I have got working Skeletal Mesh in AnimSet Editor. APEX Clothing works fine right there.

    After that, I've placed my Skeletal Mesh to the map and launch udk game, but APEX Cloth doesn't work there.

    Maybe there is any parameters that should be set in the skeletal mesh for APEX Clothing or there is some kind of actor for it?

    Some more information: I'm using my own game info, player controller and other base script classes (if it importent at all).

    One interesting thing: when I'm touching cloth by pawn, it moving some way - it's like flowing around the pawns mesh, but still no gravity affecting APEX Cloth and it returns to the reference pose. I also set AnimSet to that skeletal mesh and played animation from matenee, but cloth still doesn't work.

    Please, help me if you can

  2. #2
    MSgt. Shooter Person
    Join Date
    Aug 2010
    Location
    Russia, Kazan
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    125

    Default

    No one really knows, and no one working with APEX Clothing?

  3. #3
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Posts
    116

    Default

    i am just started working on it i use max 2011 64x with PhysX PhysX Plug-in Version 2.61.0916.1330 BETA
    sometime program close error i don't know what's happen

    sometime i can simulation with PhysX well done
    sometime it fail like bug or something

    i knew
    are u set up on Skeletal Mesh on map when u put in map u must set startup when lunch something like that
    double clink on Skeletal Mesh(cloth) in map
    sorry for my english

  4. #4
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Posts
    489

    Default

    Also try to prototype such completely new stuff in an empty level. So just import the assets in a new level and test them there with a simple animation and nothing else running in the background. That should fix the doubts you had about your own scripts etc...

  5. #5
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Posts
    249

    Default

    im having apex issues as well, from 3d max 2010 32bit, simulation works great in max, i export to udk with apex clothing asset, but it doesnt seem to work in skeletal mesh window at all, ive set the material with" use with apex flag on" and set asset and material to the same id slots.
    wtf am i missing or doing wrong?
    in max i tried to unset all weights to the clothing in weight table but that only gave errors, so i have now given weights and it runs nicely (IN MAX) ,
    any advice would help me out alot,
    i export with that apexproject format, only thing that may be odd is when i import to udk ,it says odderr versions of fbx may give odd effects...,
    but i reallly dont think that is a issue( could be wrong) and not sure how to update 3d max fbx format anyway...

  6. #6
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    49

    Default

    Creo, I was having the same issue, with a few slight differences.

    When i Dropped my skell mesh in the map as if it was a object, it works.

    But when i use it as my player character, the textureing breaks. and the texure defaults to 1 sided grid. ( depending on your model, this could make it look like there is no cloth for you.)

    Currently I'm trying to figure out why i loose the texture when the model comes in as my pawn. any ideas ?

  7. #7
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    49

    Default

    Figured out my issue, On your skel mesh. under the [Mesh] tap, Scroll all the way down to [Apex Clothing] check the material box. seems odd that this isn't on by default, but it show the right textures now!

  8. #8
    MSgt. Shooter Person
    Join Date
    Dec 2010
    Location
    Edmonton AB, Canada
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    60
    Gamer IDs

    Gamertag: zahadam3d.tk

    Default

    Have you all assign a PhysicalMaterial to your skeletal meshes. This may be an amateur question but I believe you can alter the effects of global gravity and wind and suck through a PhysicalMaterialOveride.
    Just a suggestion. Not sure it will help at all.


 

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