Hello! I'm trying to rig a procedurally generated geometry with KineFX, so I can animate it in Unreal.
The geometry consists only of non-deforming rigid parts. While I can move the parts with the rigpose SOP in Houdini (when it has Geo and the skeleton points in one stream), I need to put the rest geo and skeleton in different slots of the FBX character output. I tried the Capture Packed Geometry node, but then to FBX output or Bone Deform says it's missing the boneCapt attribute.
Any pointers?
Thanks, G.
