antoniocappiello_fx
Jan. 19, 2017 07:43:20
Hello there!
I was making some tests with digital assets. I scattered a sphere in few points and for each point I'd like to have an handle that I can move inside UE (like having an handlefor each vertex of a mesh). So then I created the handles into “Properties - Handles” and I assigned the x,y,z position in the tx,ty,tz field.
The issue I get is that the handles are all instantiated at the origin of the digital asset, so when I move them, they can move each vertex but their position doesn't match the pivot of the vertex, so it cumulates some offset for each move I do.
Do you know how to fix it?
Thank you!
chrisgreb
Jan. 19, 2017 10:39:47
Do your handles work properly in Houdini? If you attach your HDA I could take a look.
dpernuit
Jan. 19, 2017 10:49:04
Hi,
What version of Houdini / Unreal plug-in are you using?
We've fixed a bug recently that caused all the Handles to be created at the origin of the asset…
antoniocappiello_fx
Jan. 19, 2017 12:12:35
dpernuit
Hi,
What version of Houdini / Unreal plug-in are you using?
We've fixed a bug recently that caused all the Handles to be created at the origin of the asset…
That's it!
Thank you guys!
skyphyr
March 26, 2017 16:41:20
Should this bug be fixed in 16.0.557? I'm trying to use a standard xform Handle for a bone, and it winds up with the handle at the origin (compared with original position).
dpernuit
March 28, 2017 14:15:57
Hi,
Yes, just checked, this should be fixed in 16.0.557 ..
If you still have issues with handle reverting to the origin, can you send me your hda so I can have a look ?