Hey folks -
I'm trying to export a skeletal mesh from Unreal, bring it into Houdini, modify the mesh, export an FBX, and read it back into Unreal.
Not having much luck. Even importing a skeletal mesh and immediately exporting it again doesn't work. Why? Because -- among other things -- Houdini effectively changes the skeleton structure and pathnames.
Seems like a real basic functional test should be confirming an unmodified round-trip between platforms. No such luck.
Is there an established workflow for this? I've seen some videos, but they're not using real rigs -- just the UE mannequin.
Alternatively, is there a way to control FBX pathname generation? It includes the entire Houdini object hierarchy. So, if I have a skeleton called, "Foo", I get "Foo/root/..." That's incorrect -- the Foo shouldn't be on there. The root of the path should be original root bone name you imported. I understand where it's coming from in Houdini; but it's not workable. I'd need an object with no name for this to work.
Anyone done this successfully?