#Let me know how it goes. I've DMd you
1 messages · Page 1 of 1 (latest)
we can do that too!
if you're using the example code provided here https://dev.epicgames.com/community/learning/tutorials/7O3z/unreal-engine-nanite-assemblies-in-usd-scene-structure-part-1-of-2
in the skel mesh example code theres two problems
the first is that the point instancer has the api "NaniteSkelBindingAPI" where as it should've been "NaniteAssemblySkelBindingAPI"
this one was pretty obvious
second problem is the skeletal reference for the twigs/leaves meshes didnt include the proper path
the path is given as
def Mesh "Part_0_Mesh" (
apiSchemas = ["SkelBindingAPI"]
)
{
rel skel:skeleton = </Example_Skeletal_Assembly/Part_Instancer/Part_0/Part_0_Skeleton>
where as it should've been
def Mesh "Part_0_Mesh" (
apiSchemas = ["SkelBindingAPI"]
)
{
rel skel:skeleton = </Example_Skeletal_Assembly/Part_Instancer/Prototypes/Part_0/Part_0_Skeleton>
now skeletal mesh assemblies work!
still a few more problems in engine