burlin
May 7, 2024 09:56:38
When I attach geo to the agent, current geo normals are replaced with newly generated ones and don't react to any changes in the source normals. Is it possible to prohibit the regeneration of normals on an agent?
cwhite
May 7, 2024 12:11:34
This is a limitation with Hydra currently - it doesn't perform skinning on the normals and instead flags them as needing to be recomputed after the deformation
A workaround is using the Bake Skinning LOP which does support deforming normals, with the downside of the skinning being baked instead of happening at render time
Nkv3D
May 7, 2024 12:44:00
It's not look like a Hydra problem, because I made the same test with Unreal Engine. For instance I export skinned character from UE to usd, and back, and normals was rebuilded.
On the other side Bake Skinning LOP is not a good choice,
because it bake into transforms matrix and point positions, which interpolated linearly in usd, and you can get squash & stretch effect between animation keys, and bad motionblur as a result.
edlgm
Jan. 22, 2026 15:09:26
cwhite
This is a limitation with Hydra currently - it doesn't perform skinning on the normals and instead flags them as needing to be recomputed after the deformation
A workaround is using the Bake Skinning LOP which does support deforming normals, with the downside of the skinning being baked instead of happening at render time
Was this ever resolved? We are also trying to avoid using the Bake Skinning LOP for some of our assets with a ton of points.
cwhite
Jan. 22, 2026 19:00:36
This was very recently fixed upstream in USD (
https://github.com/PixarAnimationStudios/OpenUSD/pull/3841) so I'd expect that to be available in the next major Houdini release
Another alternative workaround is using the crowd procedural, which has some options for baking out the skinning for all agents (equivalent to the Bake Skinning LOP) - this is done just at render time and for the relevant time range