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Ethan 🎩 pfp
Ethan 🎩
@metatutor
The Groom Binding Options dialog contains some advanced options you can use when creating a binding asset. Use Num Interpolation Points to define the number of samples used for the hair global interpolation, which is optionally enabled within the Groom Asset Editor under the Interpolation panel with the setting RBF Interpolation under the Hair Interpolation section. Global interpolation preserves the original groom shape under large skeletal mesh deformations. https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-bindings-for-grooms-in-unreal-engine
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0xZara.eth🎩 pfp
0xZara.eth🎩
@0xzara.eth
I'm having a real hard time with this. Grooms disappear after rebinding to custom meshes. Any suggestions? 17058 $DEGEN
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
DNACalib contains commands that directly affect DNA data. While you can run the reference implementation from inside Maya (both MayaPy and the GUI’s script facilities), it doesn’t match or respond to Maya scene changes. It’s your responsibility to create wrappers that can affect the scene and the DNA data at the same time, if that’s what you wish to use.
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0xZara.eth🎩 pfp
0xZara.eth🎩
@0xzara.eth
Thanks! Will try that! 7418 $DEGEN
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