PivotPainter hierarchy in Houdini

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I've tried to find a quick way of adding PivotPainter information to trees and came to the conclusion that Houdini is the best option for that task.

After watching this fine video: https://www.sidefx.com/tutorials/h16-game-shelf-tools-pivot-painter/ [www.sidefx.com]
I've been trying to replicate the adding of PivotPainter information to the tree taken from the Unreal Engine “ContentExamples” used in said video. It all works quite well except I end up with the issue of branches attached to other branches don't follow the movement of said branch. It seems like it's not aware that it should consider it a parent, this issue does not occur in Epics own example tree. I've attached a video showing this issue together with the houdini file and the tree mesh used. Am I doing something wrong or is this an issue with the Houdini PivotPainter node?
Edited by Douglas Holfve2 - Oct. 15, 2018 11:05:28

Tree_Movement_Issue.mp4 (2.9 MB)
Tree.hip (86.9 KB)
Tree_fixed.fbx (276.6 KB)

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