Vertex Animation Texture - RBD - Houdini to Unreal - active fragments position offset

   1768   0   1
User Avatar
Member
2 posts
Joined: Dec. 2018
Offline
Active pieces have a position offset on the y direction (up/down)
so they float above the ground. (see images)
Non-Active pieces are positioned correctly.

I suspect bbox max/min generated are incorrect.
maybe the P.y range is clamped for some reason?

It was working perfectly on my previous simulation iteration.
The only thing I change is adding a subfracture level on my geometry

I rebaked the textures and fbx, reimported them in Unreal, update the bbox min max values.


Any ideas on where this might come from?
Thank you!


Apologies, I can't share a hip at the moment.


Attachments:
rbd_ok_houdini.PNG (143.4 KB)
rbd_floating.PNG (356.8 KB)

  • Quick Links