[bug] Model randomly is rendered wrong. #7
Fransferdy
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The issue was solved here: #8 by @LawlerZhang The solution is to add in line 430(below Weights.SetNum(Vertices.Num());) of this file RuntimeSkeletalMeshGenerator.cpp the following code:
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Hello, thanks for providing this plugin.
So I started to use this plugin 4 days ago, I have been working to make a model procedurally.
At the end of generation the function save the Model as a test.off file, call the plugin GenerateSkeletalMesh and return the result, which is then loaded in an Actor via blueprints. The blueprint run at Event Begin Play.
The output teste.off file is always correct, you can load it in any tool to check that it is the same everytime, but the output from GenerateSkeletalMesh randomly changes. The function calculates the normals, tangents, uvs, set colors to (0,0,0) and flipnormals to false, set every vertex to the 0 bone.
My function outputs a cylinder/capsule model.
Sometimes the model is rendered correctly, but many times it is rendered in very weird patterns. On my side the result output is always the same, but in the engine the end result changes from play to play in bizarre ways.
You can see the code and the teste.off file here:
I also ported the plugin to UE5 (but the same issues happens in Ue4.27)
Can visualize the teste.off file here:https://3dviewer.net/
https://github.com/Fransferdy/creaturecreator
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