How to export a character and skeleton to Unreal 4 by fbx?

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I need help! I am a little new at using Houdini Indie and I followed the biped auto tutorial and built a awesome character. But can someone show me the steps I need to follow to get the bones information to show up in Unreal Engine 4.9.1? I get his error every time in Unreal… :?
Edited by - Sept. 28, 2015 12:09:27

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FBX Error Import.jpg (71.2 KB)

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Hey guys can someone please help me out with my problem? I searched a lot of places for a solution but nothing demonstrating how the process is done.
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I'm also interested it this. I'm investigating Houdini as my primary software for 3D asset creation. Character rigging and animation workflow into Unreal is very important to me
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I think more of us newer Indie owners need to request a solution for this issue or this topic will just get lost. All we need is a solution.
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Hey Fivewing. I'm not an owner yet, that's hinging on whether I can get characters from Houdini to Unreal. My next best option is MayaLT for a program that can cover all 3D asset creation but I'm trying my best to avoid Autodesk.
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Try importing into UE4 64bit houdini engine plug-in, embed cached animations, and compatible bone/joint naming exported into .hda (.otl) skinned mesh.

Well I know it's hit or miss in Unity5 this way for sure.
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Hey Fivewing. I'm not an owner yet, that's hinging on whether I can get characters from Houdini to Unreal. My next best option is MayaLT for a program that can cover all 3D asset creation but I'm trying my best to avoid Autodesk.

I understand that and I do enjoy using it over Maya LT but this is a issue that would make game developers feel like Side Effects Software isn't the right option for character designers. I know that Houdini Indie is still new but it needs more support for game development outside Houdini Engine and I can only hope that Houdini FX 15 will have a solution since currently not one person can give us a step by step solution.

I know the Houdini creates IK's different than Maya like other 3D packages but exporting a skinned mesh and its skeleton through FBX should be just as easy as Maya, Max, Modo ect.
Edited by - Oct. 2, 2015 12:10:09
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kwiknip .
Try importing into UE4 64bit houdini engine plug-in, embed cached animations, and compatible bone/joint naming exported into .hda (.otl) skinned mesh.

Well I know it's hit or miss in Unity5 this way for sure.

I would try it! If you know a tutorial is available could you please paste a link to it?
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I found a great solution for this issue at Digital-Tutors! The tutorial is “Utilizing the Auto Rig and Muscle System Tools in Houdini” http://www.digitaltutors.com/tutorial/1631-Utilizing-the-Auto-Rig-and-Muscle-System-Tools-in-Houdini [digitaltutors.com]

This gave me the proper solution to my problem which was
baking out the muscle capture and painted weights, afterwards I was able to import the skeleton into Unreal Engine 4 without any problems!

I hope this helps other Houdini Indie devs in the future!

I used the old tutorials for rigging on this site and even though they give you a idea on how to use the Auto Rig I recommend Digital-Tutors because its more up to date and detailed.
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