Angel Negron
Aug. 29, 2016 12:44:16
Hello friends,
I am wondering if there is way to have a cached particle animation in Houdini. (particle do stuff.$F4.bgeo.sc)
play its full cached animation in unreal. via HDA
could it be a .bgeo.sc file and H-engine could call in the positions/orientation in the cache?
or could it be another extension that it will play all of the animation?
how should i cache and in which extension?
its about 195K of points and we are concerned how to get it into unreal. with copy(sop) geo(simple oval) on each point.
I need your guidance.
Angel Negron
Aug. 30, 2016 13:01:52
Thanks Andr1
not sure how to use the girhub thing. I'm a total newb to that level of complexity.
but i will try to alembic in Unreal. Hopefully that works.
Angel Negron
Aug. 30, 2016 19:31:17
Alembic crashes Unreal. might be too heavy of an alembic file.
the vertex-animation-tool seems to crash mid-way/
DASD
Sept. 13, 2016 03:37:14
Look into GPU particles. Basically you could do this stuff in Unreal and use Houdini to create a vector-field to control the particles. - Depends on what you are doing, of course.
Alternatively something like:
https://www.orbolt.com/asset/bk_::bk_vertexanim_bake [
orbolt.com]
or
https://www.orbolt.com/asset/mifth::mifth_extract_objects [
orbolt.com]
might work.