DigitalAsset Handles doesn't match Point Position

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Hello there!
I was making some tests with digital assets. I scattered a sphere in few points and for each point I'd like to have an handle that I can move inside UE (like having an handlefor each vertex of a mesh). So then I created the handles into “Properties - Handles” and I assigned the x,y,z position in the tx,ty,tz field.

The issue I get is that the handles are all instantiated at the origin of the digital asset, so when I move them, they can move each vertex but their position doesn't match the pivot of the vertex, so it cumulates some offset for each move I do.

Do you know how to fix it?

Thank you!
Edited by antoniocappiello_fx - Jan. 19, 2017 07:44:46
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Do your handles work properly in Houdini? If you attach your HDA I could take a look.
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Hi,

What version of Houdini / Unreal plug-in are you using?
We've fixed a bug recently that caused all the Handles to be created at the origin of the asset…
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dpernuit
Hi,

What version of Houdini / Unreal plug-in are you using?
We've fixed a bug recently that caused all the Handles to be created at the origin of the asset…

That's it!
Thank you guys!
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Should this bug be fixed in 16.0.557? I'm trying to use a standard xform Handle for a bone, and it winds up with the handle at the origin (compared with original position).
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Hi,
Yes, just checked, this should be fixed in 16.0.557 ..

If you still have issues with handle reverting to the origin, can you send me your hda so I can have a look ?
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