Unreal to Houdini Rotation issues

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Hi everyone, Lately I have been working to and from houdini to unreal, I have found the best way to keep geometries positioning is an fbxfilmbox output to unreal, and then file>import into level, force front axis/create level actor. This ensures the positioning remains the same as in houdini.

However I run into problems with my rotations, I have seen a bit of information online where people discuss quarternions being a factor etc, but I find it all incredibly confusing. Is there any easy method or formula to making Houdini and unreals rotations the same in 3d space?

Please let me know if you have any ideas
Thanks
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I believe this is an Unreal Engine limitation, where all assets are imported with their pivot transforms zeroed out.
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Is there a reason you cannot use Houdini Engine to send the data from H -> UE, then if necessary baking the result?
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