Hello!
I am having problems when exporting an object to Unreal Engine 4.
I have set up Houdini so the up-axis is the same as in UE4, however regardless of that setting, the exported object to UE4 always ends up rotated wrong. Exporting as OBJ poses no problems, however I need to use FBX for this particular project.
I have attached the hip file I am working with at the moment.
Thanks in advance for any help!
Best regards
//Morgan
Exporting FBX to Unreal Engine, wrong axis at import.
20382 11 2- MorganNilsson
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- chrism
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- MorganNilsson
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- ttvdsfx
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- digitallysane
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chrismIsn't this forum strictly for discussing Houdini Engine inside UE4?
I moved this to the UE4 forum for ya. Enjoy!
There are some questions (like this one) repeatedly popping around, which concern various pipeline aspects (getting FBX from Houdini into UE, getting animation into UE etc).
As far as I'm concerned, those have absolutely nothing to do with Houdini Engine, so why are we supposed to discuss FBX pipeline issues in the Houdini Engine Forum?
- MorganNilsson
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ttvdsfx
Hello.
When you are importing your FBX file into UE4, do you have Convert Scene option set in FBX import options dialog? It is under Miscellaneous category. It seems if you have it enabled, your file imports exactly the way it is in Houdini. We tried UE4.10 .
Thanks!
Oh, I totally missed that option, wow, I am such a doofus :shock:
Turning Convert Scene off fixed my problem, Thank you very much for the help!
Best regards
//Morgan
- ttvdsfx
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digitallysanechrismIsn't this forum strictly for discussing Houdini Engine inside UE4?
I moved this to the UE4 forum for ya. Enjoy!
There are some questions (like this one) repeatedly popping around, which concern various pipeline aspects (getting FBX from Houdini into UE, getting animation into UE etc).
As far as I'm concerned, those have absolutely nothing to do with Houdini Engine, so why are we supposed to discuss FBX pipeline issues in the Houdini Engine Forum?
You are correct, this is a Houdini Engine forum No, I believe the thread was transferred here by accident.
- edward
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digitallysane
There are some questions (like this one) repeatedly popping around, which concern various pipeline aspects (getting FBX from Houdini into UE, getting animation into UE etc).
As far as I'm concerned, those have absolutely nothing to do with Houdini Engine, so why are we supposed to discuss FBX pipeline issues in the Houdini Engine Forum?
On the other hand if it wasn't transferred here, it was unlikely to have ever been (volunteerly) looked at by a developer and answered
- MorganNilsson
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I thought I might as well continue with my questions here!
I am attempting to create a second uv-set for a single object, the reason I want to do this is because I need a seperate uv-set for light maps.
Currently tried with attribute create and layer sop node, however it does not seem to work, I am probably doing it wrong.
I am attempting to create a second uv-set for a single object, the reason I want to do this is because I need a seperate uv-set for light maps.
Currently tried with attribute create and layer sop node, however it does not seem to work, I am probably doing it wrong.
- ttvdsfx
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- MorganNilsson
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ttvdsfx
Put down layer sop, change ‘current layer’ parameter to two, do all your UV work after that. Hope this helps. Ignore the bad example for everything else
Thanks for the quick reply!
am I correct assuming that after that I have to do a fuse in order to get my original polycount?
Incredibly helpful people on this forum, loving my transition to Houdini so far!
- MorganNilsson
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Apparently a fuse only fuses the points but the double faces remains, so I have to add a clean up node after all that. Is this really the “correct” way to do this? Feels like I am cheating it, so to speak.
Edit: Apparently adding a cleanup node deletes the other uv-set.
Edit3: attribute copy node, right!
Edit: Apparently adding a cleanup node deletes the other uv-set.
Edit3: attribute copy node, right!
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