Hello,
I have a simple grid animation, which is driven by the $F*0.001 expression in Y offset channel in the mountain node:
Is there a way to bring this animation to Unity and what export/import settings should I use?
Thank you.
Procedural animation export to Unity
8961 7 3- Mikhail Alexeev
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- Guillaume
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Do you want to bake the animated grid geometry, or only the actual animation curve/channel of this single parameter?
To bake a geometry cache, you can use the FBX ROP, or File/Export/Fbx menu.
To export the animation clip of the parameter, I think the easiest is to create a OBJ Null and link one of its transform parameter using a channel reference to the parameter of your Mountain SOP.
You would then export only the OBJ NULL using the FBX ROP.
To bake a geometry cache, you can use the FBX ROP, or File/Export/Fbx menu.
To export the animation clip of the parameter, I think the easiest is to create a OBJ Null and link one of its transform parameter using a channel reference to the parameter of your Mountain SOP.
You would then export only the OBJ NULL using the FBX ROP.
- Mikhail Alexeev
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Hi, thank you for reply.
Basically I want exact same animated geometry seamlessly looped and played in Unity,
so it is baking, I guess…
Now, if I exporting FBX with desired frame range - I get fbx mesh file and .fpc folder with .mc and .xml files inside, and when I bring it to Unity I get only a static mesh with no animation.
It would be a huge help, if you can describe me full process of looping and exporting this object with its animation step by step since I am Houdini newcomer
Basically I want exact same animated geometry seamlessly looped and played in Unity,
so it is baking, I guess…
Now, if I exporting FBX with desired frame range - I get fbx mesh file and .fpc folder with .mc and .xml files inside, and when I bring it to Unity I get only a static mesh with no animation.
It would be a huge help, if you can describe me full process of looping and exporting this object with its animation step by step since I am Houdini newcomer
- Mikhail Alexeev
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- Guillaume
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It seems Unity doesn't support vertex animation out of the box.
The Unity Asset store has some plugins to import .pc files.
https://www.assetstore.unity3d.com/en/#!content/21869 [assetstore.unity3d.com]
The houdini fbx exporter can generate the .pc if you switch it to 3dsmax mode.
On our end, we demoed Vertex Animation using baked textures and a custom shader at GDC in unreal.
https://vimeo.com/207832662 [vimeo.com]
but the unity side of it isn't integrated yet.
The Unity Asset store has some plugins to import .pc files.
https://www.assetstore.unity3d.com/en/#!content/21869 [assetstore.unity3d.com]
The houdini fbx exporter can generate the .pc if you switch it to 3dsmax mode.
On our end, we demoed Vertex Animation using baked textures and a custom shader at GDC in unreal.
https://vimeo.com/207832662 [vimeo.com]
but the unity side of it isn't integrated yet.
Edited by Guillaume - March 14, 2017 14:50:52
- bberak
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Hi there,
So is there no way to have the .fbx export without the .fpc folder? What is the .fpc anyway - struggling to find much information on this.
A lot of tools like SketchFab won't read the contents of the .fpc - meaning animations will not get imported.
Mixamo and other tools export everything, including animation into a single .fbx file - is this supported?
If not, what is the best way to export a Houdini mesh with animations into Unity and/or SketchFab.
Thanks for any advice. Cheers!
So is there no way to have the .fbx export without the .fpc folder? What is the .fpc anyway - struggling to find much information on this.
A lot of tools like SketchFab won't read the contents of the .fpc - meaning animations will not get imported.
Mixamo and other tools export everything, including animation into a single .fbx file - is this supported?
If not, what is the best way to export a Houdini mesh with animations into Unity and/or SketchFab.
Thanks for any advice. Cheers!
- mikelyndon-sesi
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Hi. So fbx supports transform animation but I don't think it supports vertex caching which is why the fpc folder is created instead of storing it all in the fbx.
Your best bet for exporting that example to sketchfab would be an alembic cache.
If you want to loop your animation have a look at the gamedev tools, make loop node - https://vimeo.com/200379201 [vimeo.com]
If you want to use the same export process for Unity and Sketchfab you probably want to use the gamedev tool skinning converter. It will create joints and skin your geometry which you can then export as an fbx.
https://www.sidefx.com/tutorials/game-tools-skinning-converter/ [www.sidefx.com]
You could also use the vertex animation textures that Guillaume mentioned before - https://vimeo.com/207832662 [vimeo.com]
Mike
Your best bet for exporting that example to sketchfab would be an alembic cache.
If you want to loop your animation have a look at the gamedev tools, make loop node - https://vimeo.com/200379201 [vimeo.com]
If you want to use the same export process for Unity and Sketchfab you probably want to use the gamedev tool skinning converter. It will create joints and skin your geometry which you can then export as an fbx.
https://www.sidefx.com/tutorials/game-tools-skinning-converter/ [www.sidefx.com]
You could also use the vertex animation textures that Guillaume mentioned before - https://vimeo.com/207832662 [vimeo.com]
Mike
- bberak
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