Hi, I've been trying to look into this for the past couple of days whenever I had time.
- I tried to check if the axes got swapped.
- Tried all sorts of matrix adjustments in Houdini before exporting to no avail.
- Watched a couple of ue4 camera import tutorials.
- Searched google for unreal camera import problems.
Then one common issue I noticed
(dated for the past year or two) were cameras and objects getting imported at a 90 degree rotation in UE4.
A solution
here [
answers.unrealengine.com] recommended to rotate it -90 upon importing. But in the sequencer, we don't have that option.
So I went back to houdini and did the rotation prior to exporting.
Keep in mind that this should be a scene level rotation. (Like parenting the camera to a null placed at the origin, then rotating this null).
It almost worked, but..it was not rotated correctly when imported in UE4. :-(
Luckily, I also chanced upon another issue
(while googling this) where there appears to be a rotation bug known in the sequencer
here [
answers.unrealengine.com]. Basically, if you turn a camera clockwise, it would turn counter-clockwise. >__<
So, simplest solution was I rotated the camera to +90 degrees.. not -90 degrees.
Next part of the puzzle was to also do the uniform scaling in Houdini, which simple enough to do.
Now when I imported it to UE4, it finally looked as expected (rotation wise).
Last pieces of the puzzle was to just match the camera properties.
Here are the parameters I converted from Houdini Camera to UE4 Camera:
The process seems to have transferred nicely:
I have also attached a sample hip file where I used CHOPs to do the rotation and scaling before exporting.
H16.0.745 Indie - cam_to_ue4_v1.zip
(attached below)