[Sidefx-houdini-list] Exporting Character Animations to UE4

Andrew Lyons tstexture at gmail.com
Wed Nov 4 14:50:20 EST 2015

The FBX importing in UE4 was apparently written by Autodesk, and is heavily
biased towards files exported from Max specifically - but also Maya. Take
smoothing groups for example. Any import from Houdini will have a vertex
count three times its triangle count without certain modifications to the
FBX input code (ComputeEdgeSmoothingFromNormals(Mesh)).

I can understand that Houdini engine makes FBX a less pressing system for
side effects to support in Unreal, but there are still many
pipelines/workflows that depend on it I'd guess. If you can't find settings
that work, or modify the source, perhaps ask SESI to take a look...

On Nov 4, 2015 9:10 AM, "Bloomer, Justin Douglas" <jdb130130 at email.tamu.edu>

> Hello,
> I am attempting to export a basic character animation that uses a bone only
> rig to test for animations in UE4. I have an fbx which works in Maya but
> for some reason in UE4 it shows the animation on the joints but no mesh
> deformations. Does anyone have any leads or ideas as to what might be wrong
> between Houdini and UE4?
> Sincerely,
> Justin "JEEBS" Bloomer
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