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Houdini for Realtime » How to export groom attributes to Unreal?
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- Sirvoxelot
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oh nevermind,maybe it was an update, but now when i export the groom into UE, it seems like it imports fine with guides and strands, but it seems like the strands actually shifts position a bit
Houdini for Realtime » How to export groom attributes to Unreal?
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- Sirvoxelot
- 64 posts
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MaiAois there a reference file for this? I tried exporting with the unreal groom for UE5preview1 but I have to reimport and translate before exporting another ABC to make it import aligned correctly to the fbx in UE5. If I try to use UE5's import rotation it doesn't update, and if I use the translation in the UEgroom export, it looks like it's not rotating correctly. I'm also not sure how to properly pipe in the groom from the guides. I can get it in and match the fbx 1:1 if all the hair is guides though.
Have you tried Labs Unreal Groom Export SOP? It's new. Came out last week.
houdini 19.0.547
with labs 19.0.531
Edited by Sirvoxelot - March 4, 2022 01:22:12
Houdini Indie and Apprentice » Imported FBX keyframes
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- Sirvoxelot
- 64 posts
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you can try the labs fbx character import
and pipe all 3 of the ports to a joint deform
and pipe all 3 of the ports to a joint deform
Technical Discussion » deltamush and kinefx
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- Sirvoxelot
- 64 posts
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is there a way to to delta mush a kinefx rig, and then attempt to convert that weight back to skeleton?
Houdini for Realtime » UE5 stuff
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- Sirvoxelot
- 64 posts
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awesome! these seem handy! Thank you for the links! but they don't get very detailed in their documentation
Houdini for Realtime » houdini groom to unreal 4.26+
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- Sirvoxelot
- 64 posts
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Hello
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Hair/AlembicForGrooms/ [docs.unrealengine.com]
does anyone have an example file for setting the correct attribute values on a groom abc that will be exported for unreal engine?
like the stuff in geometry Parameters on that page?
like where does the scope constant/uniform stuff go?
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Hair/AlembicForGrooms/ [docs.unrealengine.com]
does anyone have an example file for setting the correct attribute values on a groom abc that will be exported for unreal engine?
like the stuff in geometry Parameters on that page?
like where does the scope constant/uniform stuff go?
Houdini for Realtime » UE5 stuff
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- Sirvoxelot
- 64 posts
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https://www.sidefx.com/docs/houdini/news/19/engine.html [www.sidefx.com]
was looking at this houdini 19 stuff
any documentation for this? All of it looks cool
but these 2 in particular caught my eye
UE5 plugin with Nanite, Geometry Collection, and Chaos support.
UE5 plugin skeletal mesh support for KineFX
was looking at this houdini 19 stuff
any documentation for this? All of it looks cool
but these 2 in particular caught my eye
UE5 plugin with Nanite, Geometry Collection, and Chaos support.
UE5 plugin skeletal mesh support for KineFX
Houdini Indie and Apprentice » Transfer blendshape to LOD
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- Sirvoxelot
- 64 posts
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ah I seem to have gotten it to kinda work with the 'attribute transfer by UV' nice
UV attribute class: vertex
UV Attribute uv
transfer to Points
Point attributes:P

https://www.youtube.com/watch?v=wIHQO13kvkE [www.youtube.com]
I also found this workflow which might be helpful to someone doing blendshape transfer to LODs with just polyreduce nodes for FBX blendshape transfers
UV attribute class: vertex
UV Attribute uv
transfer to Points
Point attributes:P
https://www.youtube.com/watch?v=wIHQO13kvkE [www.youtube.com]
I also found this workflow which might be helpful to someone doing blendshape transfer to LODs with just polyreduce nodes for FBX blendshape transfers
SI Users » Deform by UV in Houdini
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- Sirvoxelot
- 64 posts
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Houdini Indie and Apprentice » Transfer blendshape to LOD
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- Sirvoxelot
- 64 posts
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hi, does anyone know of an easy way to transfer blendshapes from one head to another that has different topology? but similar UVs?
https://lesterbanks.com/2015/10/uvblendshape-deformer-creates-topology-independent-blend-shapes-based-on-uvs/ [lesterbanks.com]
I'm thinking something similar to this
https://lesterbanks.com/2015/10/uvblendshape-deformer-creates-topology-independent-blend-shapes-based-on-uvs/ [lesterbanks.com]
I'm thinking something similar to this
Houdini Indie and Apprentice » FBX animation start end
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- Sirvoxelot
- 64 posts
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interesting thanks!
but not sure if that's the one i was looking for
was thinking if it's possible to use kinefx and task operator to batch a conversion of animations with different start and end times
but not sure if that's the one i was looking for
was thinking if it's possible to use kinefx and task operator to batch a conversion of animations with different start and end times
Houdini Indie and Apprentice » FBX animation start end
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- Sirvoxelot
- 64 posts
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is there a way to get values from a fbx animation import what frame it starts and ends on?
or it's framerate?
in maya when you open an animation it changes the scene's start and end and the framerate
or it's framerate?
in maya when you open an animation it changes the scene's start and end and the framerate
Edited by Sirvoxelot - April 20, 2021 00:11:04
Houdini for Realtime » what happened to the mark seams sop?
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- Sirvoxelot
- 64 posts
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https://www.sidefx.com/tutorials/mark-seams-sop/ [www.sidefx.com]
I watched this video but I can't seem to find it in the current 18.5.488
I watched this video but I can't seem to find it in the current 18.5.488
Houdini for Realtime » Skinning converter in 18.0 doesn't allow to export fbx
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- Sirvoxelot
- 64 posts
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is there an update on how to use the skinning converter usage with the Kine system? I also noticed it changed
3rd Party » Modeler 2020
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- Sirvoxelot
- 64 posts
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is there a way where I can use spacebar to navigate (like houdini's original nav key) while in modeler mode?
I like it more than alt, because it's easier to reach than alt
only alt, reminds me of maya, and I always got cramps in maya from it's terrible key positioning
I like it more than alt, because it's easier to reach than alt
only alt, reminds me of maya, and I always got cramps in maya from it's terrible key positioning
Technical Discussion » topo transfer with symetry / blendshape cleanup
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- Sirvoxelot
- 64 posts
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Technical Discussion » topo transfer with symetry / blendshape cleanup
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- Sirvoxelot
- 64 posts
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ahh, the mirror node breaks the UVs on the object though
like if there was a way to mirror without the clip node would be what i was hoping to do
like if there was a way to mirror without the clip node would be what i was hoping to do
Houdini for Realtime » Houdini Niagara Updates
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- Sirvoxelot
- 64 posts
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Technical Discussion » topo transfer with symetry / blendshape cleanup
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- Sirvoxelot
- 64 posts
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are there any built in nodes to help symmetrize a mesh after topo transfer?
also
are there built in nodes to transfer say, half a face's topology to a target head
to clean a blendshape? (so if a topo transfer was like a full smile, then you want to just make a left smile, I didn't see a way to do a blendshape with a weight mask)
also
are there built in nodes to transfer say, half a face's topology to a target head
to clean a blendshape? (so if a topo transfer was like a full smile, then you want to just make a left smile, I didn't see a way to do a blendshape with a weight mask)
3rd Party » Modeler 2020
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- Sirvoxelot
- 64 posts
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thx for the vids!
can we post requests here?
this is kinda cool
https://gumroad.com/dfdmc?recommended_by=search#IzpLb [gumroad.com]
can we post requests here?
this is kinda cool
https://gumroad.com/dfdmc?recommended_by=search#IzpLb [gumroad.com]
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