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NeoFur won't render in sequencer

Joel Derrick 9 years ago updated by Mike Rooney 2 years ago 2

I'm using a GiM wolf, which is made to use NeoFur.  My plugin is licensed and set up correctly but when rendering with sequencer NeoFur does not show up.  Could anyone please help?  Thanks!

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Not working since ?

BleuRaven 9 years ago updated by Mike Rooney 2 years ago 2

Hello, 


For an unknown reason the plugin does not seem to work anymorein 4.15, even with assets demo.

I did an engine verify and remakes a complete installation of the plugin but this does not seem to work. 

Image 217

Thank you for your answers

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Morph target don't works with master pose component BP

Eric 9 years ago updated by Mike Rooney 2 years ago 1

Here is the simple test file. two spheres, use set master pose component to assemble.

Image 215

both two spheres have morph target and animations. each of them added neofur.

But only the skeletal mesh component can trigger the fur shell, the other sphere doesn't.

Maybe it's a bug, or maybe I just do something wrong?

Image 216


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changing Color_base Color_tip in blueprint??

gbernal 9 years ago updated by Johny 9 months ago 2

Hi,


Is there a way for me to change the color of the material in parameter group Color_base Color_tip in blueprint?


Thanks,

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Make a NeoFur material fully transparent?

Damir 9 years ago updated by john Michael 2 years ago 15

Heya,


It seems that setting the Opacity Mask to 0 doesn't quite work with NeoFur to make the fur completely transparent. Is there another way around this?


Best regards,

Damir H.

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touching Fur with mesh avatar hands?

gbernal 9 years ago updated by john Michael 2 years ago 2

Hi,


I have a fur in my scene that I would like to "pet" but I don't know how to go about doing the collision between my avatar's hand mesh and Neofur. Could you please provide advice or reference to an example.


Thanks!

G

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Content pathing issue?

Cory 9 years ago updated by john Michael 2 years ago 2

Hello, We're currently using UE 4.14 on our project and I've downloaded the 4.14 plugin and content. I've copied the NeoFur folder into my Content folder and when I look at the materials in the content browser all the references to parent materials and textures are broken. Any ideas what I might be doing wrong?

Thanks in advance,
-Cory

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Answered

Do Unreal Furpacks work in unity?

Roly43 9 years ago updated by frank 6 months ago 4

i realy want to buy all fur packs for neofur,

But its prety clear stated for unreal4.

Is this cos Neofur 2 not anouched yet for unity ,or thats its not compatible with the unity version. or specific Fur packs wil be realesed for unity at some point:). or does it requre unreal toe xtract the fur materials or stuf like that and not cosumer frienldy;-)


kind regards

Daniel

Answer

You can't use the Unreal material packs within Unity directly, unfortunately. We would like to release material packs for Unity but the plugin and demo content is all we have at the moment.

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Answered

Neofur Vr Interaction Motioncontrolers

Roly43 9 years ago updated by Alexender123 Robbin 1 month ago 10

i saw a video part about interacting with fur. with motioncontrolers cant seems to understand which part of asset does that and what it requres in my project to work. is there a video planed specific about that?

or is is it easy to point directions, havinga hard time with touch controlers in general, sich i cant programm;)


kind regards

Daniel

Answer

found it! thanks, script was on demo scene folder already, thanks! almost gotmit to work!

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Answered

how to assign multiple neofur components to skeletal mesh with material slots ?

gbernal 9 years ago updated by Johny 9 months ago 9

Hi,


I have a skeletal mesh that is segmented to receive multiple materials and I would like to add differnet Neofur components to each one of them. I read here that it is possible but I can't find a step by step how to do it. Could you please provide me some guidance.


Thanks

Answer


These are the material slots I have on this asset:



Assuming you want NeoFur for all of your material slots, you would have 4 NeoFur components attached to the object and then you would have 4 separate NeoFur Assets in the asset database that you reference from the NeoFur component. Then one of the NeoFur assets would have a Material ID set to 0, another to 1, 2, and finally 3. And then just have the "Growth Static Mesh" or "Growth Skeletal Mesh" point to the same mesh object which, in your case, is your "Adult_Female..." mesh.