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APEXClothing
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中国翻译
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APEX Clothing in UE3
Overview
Getting the Tools
Tutorials
Importing
- Import the Skeletal Mesh and animation files (.psk and .psa) for the asset which will have clothing.
- In the Material Editor create a material with the Two Sided? and Used With APEXMeshes? flags set.
- Import the .apx file that you have created with the Max/Maya clothing plugin.
- Note
- Ensure that you export using the "APEX Clothing" export option and NOT "APEX ARM"
- Note
- Make sure you do not have the AnimSet Viewer open when doing this or the import will fail.
- Open the properties for the Apex Clothing Asset and set the Material to be the UE3 material that you will be using for the clothing.
- Open the AnimSet Viewer and connect the Apex Clothing Asset to the mesh.
- You can use the PhysX Debug menu in order to view various aspects of the APEX Clothing.
Asset Settings
- Continuous Rotation Threshold – If your character rotates two quickly in some situations it can cause collision problems with clothing. (i.e.)Character does a complete 180 in one frame. By setting this threshold you can force the clothing to snap to the new position so that it doesn’t have to go through a violent rotation simulation
- Continuous Distance Threshold - In the case where you character moves an abnormally far distance in one frame you may have an unrealistic physical simulation, which would cause clothing to stretch abnormally. Setting this threshold will teleport the clothing to the new position to avoid adding energy into the cloth.
- Reset After Teleport - This flag tells the cloth to reset itself after the teleport occurs. This puts the cloth back to the skinned pose and then start the simulation. This can avoid situations where the cloth may have been in an extreme pose and you teleport the player next to an object that the cloth might penetrate otherwise.
Controlling Behavior During Animation (Choreographing Clothing)
ClothingMaxDistanceScale Anim Notifies should always be used in pairs so that you can smoothly blend into your desired value, and then blend back out to the previous value when leaving an animation.
Graphical LOD
Wind
- Wind Velocity Blend Time - You are setting the target velocity of the clothing verts with these settings. The Wind Velocity Blend Time is the amount of time it takes for the clothing to reach the velocity. A value of .01 should get you a quick response. Setting this value to 0.0 turns the wind off.
- Wind Velocity Vector - A direction and force for the wind.
Tips
- Preventing Lag with Attachments - If you are seeing clothing lag when attaching it via attachments in script try setting the bForceUpdateAttachmentsInTick to true for that SkeletalMeshComponent. Will ensure that the clothing component is updated twice a frame - once in Tick and again when UpdateTransform is called. This comes at a penalty cost but clothing must be updated after the actor has been moved in order to avoid the lag.
- Lag on Characters - Ensure that actors with clothing have their TickGroup set to TG_PreAsyncWork
Samples
- Waving_Flag_Kinematic.max: Sample Flag Max file for APEX Clothing
