Hi there,
I'd love to know if LOD generation is supported for skeletal inputs as it currently does for Static Meshes. I'm trying to create them following the HE documentation but I think that applies to SMs, idk.
Else, does anyone know if I can generate LODs for my baked HDA skeletal Meshes through uproperty attribute? I0m checking the cmd log Houdini.DumpGenericAttribute to see if I can set my "Number of LODs" and generate them but it seems unsupported currently. Please if anyone can confirm this.
J
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Houdini Engine for Unreal » LOD Generation for Skeletal Mesh - HE
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- JoseBringas93
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Houdini Engine for Unreal » hengine_noswap not working for me
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- JoseBringas93
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Hello everyone, I'm following official documentation on how to disable auto-swaping for axis conversion Houdini to Unreal Engine as mentioned here [www.sidefx.com]. However, when I apply and save HDA and go back to UE, I can't see a change for my mesh's axis coordination. What am I missing at this point? I dragged my mesh's translate parameter and set the tags name/value accordingly. Or do I need to drag a fresh new float 3 parm and apply it there?
Appreciate any help!
Appreciate any help!
Houdini Engine for Unreal » houdini engine Unreal (hengine_noswap) option
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- JoseBringas93
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dpernuit
hengine_noswap
Hi Damien, here's what I don't understand. I'm dragging the translate node of my pighead node and attaching the hengine_noswap for the name and 1 for the value. But when I rebuild my HDA inside UE5 I don't see a change. What am I missing? thank you!
Technical Discussion » How to convert joint local rotation to Unreal rotation?
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- JoseBringas93
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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?
Houdini Engine for Unity » Cloth rigged object + character animation
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- JoseBringas93
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Hi there. I-m tryig to send an animated character (KineFX) that has cloth simulation to Unity. I used the rop_fbxcharacteroutput which gives partial good results as my character moves but my cloth simulation isn't.
I found two possible solutions:
-To use VAT, however, programmer told me it wouldn't be possible to blend animations in runtime using this technique.
-To rig my cloth simulation. I've found a cool node called Labs skinning converter, which seems to partially do a decent job but it fails at giving a decent result as in the picture I show
Any tips on this? I cannot think on a smart way to export my animated character + cloth sim (I want to stay away from alembic as well)
I found two possible solutions:
-To use VAT, however, programmer told me it wouldn't be possible to blend animations in runtime using this technique.
-To rig my cloth simulation. I've found a cool node called Labs skinning converter, which seems to partially do a decent job but it fails at giving a decent result as in the picture I show
Any tips on this? I cannot think on a smart way to export my animated character + cloth sim (I want to stay away from alembic as well)
Technical Discussion » How to output a skeletal animation with HDA in Unity ?
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- JoseBringas93
- 15 posts
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Did you find a way to tackle this? I have a similar situation. An animated character with vellum cloth that I want to export to unity but when bringing it to the engine, the cloth sim animation isn't working at all.
Houdini for Realtime » Unreal Engine Metahumans optimization workflow
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- JoseBringas93
- 15 posts
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Hello guys! I have an idea on how to optimize metahumans to be performance friendly especially for VR projects that I wanted to discuss and know what's your take on that possibly!
I want to bring metahumans to Houdini, reduce its polycount, create LODs, bake its multiple materials, apply mixamo animations on my metahuman rig (retargeting) and finally export it as a VAT (virtual animation texture). All this workflow condensed in an HAD ideally.
So far, it works fine for most of the part. I can effectively apply polyreduction, create LODs, outputting VAT texture maps/meshes and do retargeting on my metahuman rig... the problem comes when I try to recreate that as an HDA inside Unreal Engine. For some weird reason, the temp mesh the HDA generates simply doesn't work properly with the VAT tex maps. It's a problem I've been experiencing but what do you guys think about this approach? Because at some point I think I can handle everything inside UE.
Cheers!
I want to bring metahumans to Houdini, reduce its polycount, create LODs, bake its multiple materials, apply mixamo animations on my metahuman rig (retargeting) and finally export it as a VAT (virtual animation texture). All this workflow condensed in an HAD ideally.
So far, it works fine for most of the part. I can effectively apply polyreduction, create LODs, outputting VAT texture maps/meshes and do retargeting on my metahuman rig... the problem comes when I try to recreate that as an HDA inside Unreal Engine. For some weird reason, the temp mesh the HDA generates simply doesn't work properly with the VAT tex maps. It's a problem I've been experiencing but what do you guys think about this approach? Because at some point I think I can handle everything inside UE.
Cheers!
Technical Discussion » Filtering points by name attribute
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- JoseBringas93
- 15 posts
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Technical Discussion » Filtering points by name attribute
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- JoseBringas93
- 15 posts
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hi everyone,
How can I group a selection of points/joints using VEX in this case? Let's say I only want to group all points named "spine". I believe I will have to set a specific if statement to my name attribs to achieve it but I'm not sure how to proceed with it.
I'm aware there are many ways to group specific points (group node, delete joints SOP) but I just want to try it out using vex cause then I think I can have further control on my selection type for future cases while keeping it procedural not only for one, but many more skels. Thanks everyone!
PD: do you guys recco any source to start digging into modifying/creating VEX groups by attributes?
How can I group a selection of points/joints using VEX in this case? Let's say I only want to group all points named "spine". I believe I will have to set a specific if statement to my name attribs to achieve it but I'm not sure how to proceed with it.
I'm aware there are many ways to group specific points (group node, delete joints SOP) but I just want to try it out using vex cause then I think I can have further control on my selection type for future cases while keeping it procedural not only for one, but many more skels. Thanks everyone!
PD: do you guys recco any source to start digging into modifying/creating VEX groups by attributes?
Houdini Engine for Unreal » Houdini API in blueprints issue
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- JoseBringas93
- 15 posts
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Hi there. I'm noticing that with HE2, I can't automatically refine proxy for my HDA using the same script I had with the preivous version of HE. Not sure what's causing it but my HDA temp mesh recooks everytime but doesn't refine proxy. Any hints? With OnProperty function, I should be able to automatically update input, float parameters coming from HDA but this is not the case.
Im adding the button that supposly has to refine my HDA. I use it in a function called OnPropertyChanged, that in theory, should update as soon as there's any change.
Im adding the button that supposly has to refine my HDA. I use it in a function called OnPropertyChanged, that in theory, should update as soon as there's any change.
Edited by JoseBringas93 - Dec. 12, 2023 15:09:54
Houdini Engine for Unreal » Bake static mesh from instantiated HDA in Blueprint Utility
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- JoseBringas93
- 15 posts
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Hey Man, I've been following your thread here and in the discord chan, you guys are amazing. I was having issues but thanks to u and Seb, I got it to work it out on my own setup. QUESTION for anybody. Is there a way to access my HDA StaticMesh output after the bake?
I plan to take that generated Static Mesh for further tweaks inside the engine but I cant find info on the official documentation on how to access to it once baked. My guess is that maybe there's a node for that and I have to attach it whether to my Post Auto Bake or Completed Delegates
thanks!
Jose
I plan to take that generated Static Mesh for further tweaks inside the engine but I cant find info on the official documentation on how to access to it once baked. My guess is that maybe there's a node for that and I have to attach it whether to my Post Auto Bake or Completed Delegates
thanks!
Jose
Edited by JoseBringas93 - Oct. 23, 2023 17:10:25
Houdini Engine for Unreal » Cooking an existing asset from Editor utilities actor
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- JoseBringas93
- 15 posts
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Houdini Engine for Unreal » Menu parameter not working inside UE
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- JoseBringas93
- 15 posts
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Houdini Engine for Unreal » How do I set a HDA mesh to have no collision in ue4?
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- JoseBringas93
- 15 posts
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Houdini Engine for Unreal » Change Collider type in Houdini for HDA
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- JoseBringas93
- 15 posts
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Hi there,
I'm setting custom collision from LODs for my mesh. By default, Houdini Engine will set the collision type as Complex Collision which works fine inside the engine. Now, I wanted to somehow flip my collision type from Complex to Convex Hull, so it will appear as simple collision inside the engine (I know I can do it manually in UE but I want to keep things procedurally).
thank you
I'm setting custom collision from LODs for my mesh. By default, Houdini Engine will set the collision type as Complex Collision which works fine inside the engine. Now, I wanted to somehow flip my collision type from Complex to Convex Hull, so it will appear as simple collision inside the engine (I know I can do it manually in UE but I want to keep things procedurally).
thank you
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