Hey folks -
I'm trying to export a skeletal mesh from Unreal, bring it into Houdini, modify the mesh, export an FBX, and read it back into Unreal.
Not having much luck. Even importing a skeletal mesh and immediately exporting it again doesn't work. Why? Because -- among other things -- Houdini effectively changes the skeleton structure and pathnames.
Seems like a real basic functional test should be confirming an unmodified round-trip between platforms. No such luck.
Is there an established workflow for this? I've seen some videos, but they're not using real rigs -- just the UE mannequin.
Alternatively, is there a way to control FBX pathname generation? It includes the entire Houdini object hierarchy. So, if I have a skeleton called, "Foo", I get "Foo/root/..." That's incorrect -- the Foo shouldn't be on there. The root of the path should be original root bone name you imported. I understand where it's coming from in Houdini; but it's not workable. I'd need an object with no name for this to work.
Anyone done this successfully?
Thanks!
-anna
Unreal skeletal mesh export/import/export
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- annabd
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- gguillermix
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- SalvatoSC
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- willh
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- gguillermix
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Yes, this is how you export and import characters, but that's not the issue.
Not having much luck. Even importing a skeletal mesh and immediately exporting it again doesn't work. Why? Because -- among other things -- Houdini effectively changes the skeleton structure and pathnames.
Edited by gguillermix - 2022年12月15日 07:50:24
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- mrpdean
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- alanvip220v
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Works for me: In houdini
i`ve set Root name: to my hips (in my case it was mixamorig:hips) at FBX Animation import node,
then i exported it with fbx_characteroutput node ,
After importing it unreal engine he gave me a massage FAILED TO MERGE BONES , then pressed YES ALL
UE5 asking to merge all skeletal meshes - press No
i`ve set Root name: to my hips (in my case it was mixamorig:hips) at FBX Animation import node,
then i exported it with fbx_characteroutput node ,
After importing it unreal engine he gave me a massage FAILED TO MERGE BONES , then pressed YES ALL
UE5 asking to merge all skeletal meshes - press No
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