Houdini Engine for Unreal
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The Houdini Unreal Engine plugin allows Skeletal Meshes and Skeletal Mesh components to work with HDAs and NodeSync.
You can learn more about KineFX Skeletons on its documentation page
If you don't have Houdini Engine plugin installed, follow the instructions on the Getting Started page.
Skeletal Meshes requires two plugins loaded into Houdini to work properly. They are the KineFXtoUnreal and UnrealtoKineFX nodes.
These nodes help to either export a KineFX output node to Unreal or perform Houdini actions from an Unreal Skeletal Mesh.
To install these plugins:
HoudiniEngine\Content\NodeSync
folder.otls
folder. In this example the location is C:\Users\PC\Documents\houdini19.5\otls
.After you install the Houdini plugins, you can follow the instructions on the NodeSync page to Send Skeletal meshes from Unreal to Houdini and vice versa.
When working in Houdini, Skeletal meshes use a Rest Geometry and Capture Pose to make changes.
To export the Skeletal mesh back into Unreal properly, you need to use the KineFXtoUnreal node as the final output.
When you use Send to Houdini, Houdini creates a null geometry node. To use Skeletal mesh nodes, you need both a Rest Geometry and Capture Pose to make changes.
This is when you use UnrealtoKineFX node to create these additional outputs.
The first output connects to the Rest Geometry and the second output connects to the Capture Pose.
In this example, the Skeletal mesh is now able to be edited using the Joint Deform node.