Hello everybody!
I am a new houdini user and i have been trying my best to learn houdini as much as i can, it is an amazing software!
I have been playing around with some of the rigging tools and i think they are amazing. Thank you Arctor for the amazing auto-rigger! Loving it!
my adventures from Houdini to Unreal:
When it comes to game engines, usually a single hierarchy is preferred for this environment. I have tried to export the SimpleFemale to Unreal and it worked properly. I also exported a spider rig i made and it also worked properly. But i noticed that i can't make houdini export the rig with ONLY the single hierarchy bones & geo, instead i get extra unwanted nulls and stuff.
I also tried to export a character using the auto-rigger and found some issues in Unreal:
Error, Could not import geo_skin
Duplicate bone name found('R_Hand_ikspikeall') Each bone must have a unique name
Multiple roots found
!Get import Data has failed.
I have a suggestion to fix ALL the issues for Houdini to Unreal character FBX workflow but I lack experience and technical knowledge to try it myself:
I suggest having a secondary single hierarchy shadow rig (like Softimage XSI) that is constrained to the fancy animation rig but works in parallel to the fancy anim rig and ONLY mirrors it's movements and captures biharmonic tetrahedralisation skin and has low bone count. Maybe we can have this option implemented in the new auto-rigger?
REFERENCE:
https://www.youtube.com/watch?v=pIGvHiLyBbI [
www.youtube.com]
Maybe my suggestion is useless, but I would love to see someone take a crack at it. maybe the shadow rig can have it's own HDA/subnet?