I am having a problem with rotations in VAT 3.0. It seems like object level transforms are not handled correctly. I have geometry coming in from Unreal with rotations that are getting screwed up, I think by the SLERP nodes down in the VAT node. I think rotations are getting messed up at this node:
/obj/ropnet1/vertex_animation_textures1/objects/TEXTURE/update_rest_intrinsic_xform
I have a complicated setup that works perfectly with VAT 2.1. I'd like to be able to use the interpolation in VAT 3.0 for imporoved performance, but I need to get the rotations working correctly.
I output the fbx and textures from the attached Houdini file and dragged them into UE, and the pieces are not rotated correctly. Please see attached pictures.
Oddly, my production example seems to get screwed up at the preprocess_slerp_edge_case node.
I hope there's a simple way to bring the geo from Unreal and bury the xforms in a way that the VAT tool is happy with. Any help appreciatred.