I've been struggling with this all day, but no matter what I try I have not been able to work out how to convert the local rotation of a kinefx skeleton joint from Houdini, to unreal Engine's Yaw Pitch Roll rotations.
I've been trying all of the things discussed here [www.sidefx.com], but I've still not been able to get the correct rotations for Unreal, or anything close to them.
Ideally I'd like to achieve this with Python if possible.
Does anyone know how to do this conversion correctly?
Check your up vector and joint axis conventions. I don't use Unreal but I remember seeing a Mannequin import and it was quite different from Houdini's default Y Up, -Z joint axis to child convention.
edward Check your up vector and joint axis conventions. I don't use Unreal but I remember seeing a Mannequin import and it was quite different from Houdini's default Y Up, -Z joint axis to child convention.
Hey thanks Edward, I have a question. I'm trying to bake a Skeletal mesh out of a HDA using Houdini Engine. The thing is that Houdini engine does axis conversion from Houdini's to Unreal's axis coordinate system but I actually don't need it. Is there a way to unable that?
Nope, there isn't a way to disable axis conversion in the plugin anymore. We had that in v1, but nobody used it - so we removed it when we did v2 of the plugin.