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pbowmar
Hi,

The last time I used rigging/char tools in Houdini, it was Object level bones and a Capture and Deform SOP. Super simple, I could have a crude character animated in minutes, then refine things like capture weights etc over time. This can then be trivially exported to FBX with skeleton and animation to be imported into, for example, Unreal Engine.

I have never used KineFX and now there is APEX. Like everything I hope and expect from SideFX, it looks extremely powerful and procedural. However, I need fast and easy

Two requests:

  1. Please point me at a tutorial where in under 5 minutes I can take a simple biped, add bones, capture and animate
  2. Please point me at a tutorial where I can learn how to export all this to an FBX for use in other apps, such as UE.

If this new stuff isn't there yet, no worries, I can use the "old" system that "just works" but I do try to learn the new stuff when I have the opportunity.

Cheers,

Peter B
Morphtek
id like to know aswell just in case someone does answer
Max Rose
Please point me at a tutorial where in under 5 minutes I can take a simple biped, add bones, capture and animate
Shameless plug, but I've got some videos that will help get you started.
https://www.youtube.com/channel/UCgU3BXDQkQFuGsCHt3lUUzw [www.youtube.com]

Please point me at a tutorial where I can learn how to export all this to an FBX for use in other apps, such as UE.
I've included a file that lays out how to export an APEX character to a game engine. So far it's a bit unintuitive, but you have to unpack the animated skeleton and the rest geo / skeleton separately.

I'd also suggest following the method I've laid out here, as it's much more efficient to keep your skeletal mesh (bound geometry with rest skeleton) on one side, while importing your skeleton animations as a separate asset. This process goes hand in hand with bundling up your animations within nodes, and makes exporting / importing much cleaner.
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