Camera from Houdini to Unreal engine

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For some reason I cant get the camera from houdini to work in unreal.

I used Pftrack to get the data, then I sent it to Houdini where I converted it to fbx but anytime I send the data to camera sequencer, the orientation doesnt work well and I have tried changing the transforms but still the zoom in ration and everything just becomes a mess.

Need help. Thanks
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Joined: July 2005
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Not 100% sure that this will help, maybe I forgot something.
I used this method for UE+Pftrack+Houdini:

Export few object from UE scene as a hint (floor, wall, table….etc.)
Import fbx to Houdini !!!!BUT!!!!! Uncheck “Convert to Y-up Coordinate System” checkbox
Import camera from Pftrack.
Use camera`s parent null to fit camera animation to the scene (scale,rotate,translate)
Duplicate the camera to keep the same Focal Length, Aperture, but break the connection from parent for this camera.
Create CHOP network:

Object import chop (Target Object: your camera from Pftrack……Compute: Full Transform)
|
Export chop (Channels: tx ty tz rx ry rz Node: duplicated camera Path: tx ty tz rx ry rz)

Turn on export flag.
Make sure that both cameras are aligned.
Export ONLY duplicated camera to fbx (Souce Objects Export:/obj/Camera1Copy)
Import this fbx to sequencer.
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