Animated Skeletal Mesh

NeoFur supports animated skeletal meshes. There are a few guidelines to follow, but once everything is setup properly, any animation played on the skeletal mesh will be mirrored by it's NeoFur Components.


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  • The Primary requirement is that the Growth Mesh and Base Mesh must be skinned to the same skeleton
  • Skeletal meshes may have their own LODs setup as usual, but their NeoFur Components will use their own LOD system and LOD independently of the base mesh.

Common Issues

Bind Pose Issues If the Bind Pose of your Skeletal Mesh is different than Frame 0 of the animation in your base mesh fbx, you may see "offset" fur from your skeletal mesh.

  • This is a common issue, and can be fixed in a number of ways.
    • You could try "Use Time 0 as Reference Pose" in the FBX Import dialog
    • You could try fixing it in your 3d app, each of which has it's own methodology.

Flickering Issues If the bounds of your skeletal mesh are unspecified or invalid, this could cause your fur component to flash in and out of visibility.

  • This is a common issue, and can be fixed in a number of ways.
    • Try making certain your skeletal mesh has a physics setup with capsules for all major bones.
    • Try artificially increasing the "bounds scale" of your skeletal component via the options. (not recommended for production)