I am using Speedtree Legacy for UE4/Unity Wind.
My tree has no directional adherence in the leaf and all the leaves are moving without synchronization.
But whenever I import that to Unreal, the leaves are all moving at the same rate which looks nothing like in speedtree viewport.
Speedtree Wind Animation : https://youtube.com/shorts/GiTQh3KDUqI?feature=share
Unreal Wind Animation : https://youtu.be/VfzbBNQq63I
The videos are not very high quality, but the problem can be easily seen in that.
Please help!
Hi @unity_x1tFSZcrBCm83A,
We’d be happy to try to help you figure out the issue. Can you please share your export settings with us?
Hey, thanks for the reply!
Yes sure, I am sharing the export settings below
I have found that, the problem is not there in the .ST9 import in Unreal, but all of my custom shaders and everything is built around the .ST format, so I would really love to have this problem fixed for .ST .
Would you be able to share your tree with us? We’d like to take a closer look at it in Unreal. Please go to File->“save as with assets” and save in a new folder, then zip the folder. You can send the zip to us at support@speedtree.com.
Thank you!
1 Like
Yeah, no problem. Sending right away.
This question was answered via support@speedtree.com. Paraphrasing the answer here so others may benefit:
Things that hang down can often be a little difficult to get right in wind, but we think you might be right about there being something wrong.
We believe the crux of the tree behaving differently is something with leaf flip in Unreal. You have the willow really relying on flip for most of its motion, which is why this problem is apparent. We have not yet identified why the leaves are all getting the same offsets and moving together. It could be a Modeler issue or maybe an issue with how we’re compressing the data into Unreal. We’ll have to do some more investigation here.
You only get one level of branch wind inside Unreal, so an option is to move that branch wind from the lower generators up to the upper generators. This gets the hanging down parts moving somewhat separately so that the leaf flip issue isn’t as apparent. You can also tweak Global motion to make up for the whole-tree movement. This is a workaround and might not work well with high wind, but it will get you started.
This problem hasn’t been solved yet. You can try creating a tree trunk and first and second level branches,if a large number of branches are generated, importing them into UE5 in ST9 format will result in wind animation errors,these small branches will form some independent block movements, and the swinging of each block’s branches is the same action, which is very frustrating. However, they are all normal in ST. I once tried to open the ST parent material editing in UE5, but couldn’t find the reason, so either there is a problem with the ST9 format or there is a problem with the ST material in UE5. I think this low-level error should not occur, which is somewhat absurd .