Hi folks
I'm exploring the rigging tools in Houdini and have been impressed with the versatility.
So taking a skeleton into unreal.
I'm aware of the units difference with Houdini and Unreal so this is not the issue.
Basically everything is coming through as I want to in unreal. The thing that's hurting my sense of completion, is that the root node has a scale of 100 in unreal.
Am I fighting something that I should live with?
Years of development has taught me to fix any niggles along the way.
So If I either scale up before export (subnet or transform) or keep as is and import with a scale factor of 100, I get those values of 100 on the root node. Obvious as that is what I'm doing!
Ideally I would like to be able to export at the right scale and have scale factor of 1 on the root node, so somehow freezing transforms on export.
Any body else fixed this issue?
Many thanks
Skeleton root node without 100 scale in Unreal
1195 0 0- DaFiNNiGaN
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