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

Stephen Tucker stucker at allegrodigital.com
Thu Nov 12 12:52:50 EST 2015


What Alvaro said :)

On 4 November 2015 at 15:45, Alvaro Castaneda <varomix at gmail.com> wrote:

> Hey Justin
> please share what you're doing, I'm very interested in doing this ass well
> but haven;t had time to figure it out
>
> thanks
>
> On Wed, Nov 4, 2015 at 4:05 PM, Bloomer, Justin Douglas <
> jdb130130 at email.tamu.edu> wrote:
>
> > Alright so now I have it where I can get a rig of just bones imported in
> > with animations and the mesh deforms correctly. So problem 1 is all
> solved.
> > Next issue I am having is trying to figure out how to bake the movements
> of
> > IKs to the bones, so that they have the transformations instead,
> otherwise
> > the animation flops. Any tips, ideas, or resources that say how to do
> this?
> >
> > Sincerely,
> >
> > JEEBS
> >
> > On Wed, Nov 4, 2015 at 1:50 PM, Andrew Lyons <tstexture at gmail.com>
> wrote:
> >
> > > 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...
> > >
> > > Cheers
> > > On Nov 4, 2015 9:10 AM, "Bloomer, Justin Douglas" <
> > > jdb130130 at email.tamu.edu>
> > > wrote:
> > >
> > > > 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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