Hello there,
I'm trying to animate points along Curves via a Carve Node and export the animation as a Point Cache File (.hbjson). This baked point cloud animation is used to reference fish models on those points later in a Niagara system.
In the Carve Node I set animation keys for "First U" from 0 to 1. Later in Unreal I setup a mesh renderer for the particle system, so flying orientation in Unreal is important.
The exported result does not loop correctly in Unreal and I already found some approaches to fix this, using a "Labs Make Loop" node for example. This messes up/shortens the animated paths of my curves and orientation of my points. I didn't use a POP Network to animate my points like the person did in the tutorial, but I assume using a POP Network wouldn't solve my loop problem here.
(Tutorial for this approach: https://www.youtube.com/watch?v=5N2tPBTyHO4&ab_channel=SmallRobotStudio)
I also found a similar forum post 2 Years ago (https://www.sidefx.com/forum/topic/79399/).
Is there a way to achieve clean loops in this case?
Thanks!
Houdini To Niagara - Looping Issue
711 0 1- CamilloRT
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