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