Bastien LERIVRAY
brosty
About Me
FX artist in games
INDUSTRY
Gamedev
Connect
LOCATION
Canada
ウェブサイト
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Quaternion bug when baking RBD rotation into a texture 2019年6月25日16:56
Hi houdinists,
We are running into a problem that maybe the community can help.
We are currently making a tool to bake Rigid simulations using textures in our engine. We already have a same similar tool currently working in Maya.
For each animated piece we are trying to bake the rotation using the attribute “orient” (quaternion from dop import) inside a texture. However we've noticed that quaternion's values from frame to frame adds sometimes a 360 degrees in XYZ axes in the values baked.
That results weird rotation flips on interpolation.
Houdini seems fine with that data though, including when the baked rotation are re-injected as a unit test.
Anyone here did run into that issue? Also I was curious about how baking rotation was handled in RBD to FBX Gamedev tool.
Cheers
We are running into a problem that maybe the community can help.
We are currently making a tool to bake Rigid simulations using textures in our engine. We already have a same similar tool currently working in Maya.
For each animated piece we are trying to bake the rotation using the attribute “orient” (quaternion from dop import) inside a texture. However we've noticed that quaternion's values from frame to frame adds sometimes a 360 degrees in XYZ axes in the values baked.
That results weird rotation flips on interpolation.
Houdini seems fine with that data though, including when the baked rotation are re-injected as a unit test.
Anyone here did run into that issue? Also I was curious about how baking rotation was handled in RBD to FBX Gamedev tool.
Cheers
[Gamedev] Rigid simulation - Rotation flips artifacts when baking rotation 2019年5月23日11:07
Hi houdinists,
We are running into a problem that maybe the community can help.
We are currently making a tool to bake Rigid simulations using textures in our engine. We already have a same similar tool currently working in Maya.
For each piece we are trying to bake the rotation using the attribute “orient” (quaternion from dop import) inside a texture. However we've noticed that quaternion's values from frame to frame adds sometimes a 360 degrees in the values baked. That results weird rotation flips on interpolation.
Houdini seems fine with that data though, including when the baked rotation are re-injected as a unit test.
Anyone here did run into that issue? Also I was curious about how baking rotation was handled in RBD to FBX Gamedev tool.
Cheers
We are running into a problem that maybe the community can help.
We are currently making a tool to bake Rigid simulations using textures in our engine. We already have a same similar tool currently working in Maya.
For each piece we are trying to bake the rotation using the attribute “orient” (quaternion from dop import) inside a texture. However we've noticed that quaternion's values from frame to frame adds sometimes a 360 degrees in the values baked. That results weird rotation flips on interpolation.
Houdini seems fine with that data though, including when the baked rotation are re-injected as a unit test.
Anyone here did run into that issue? Also I was curious about how baking rotation was handled in RBD to FBX Gamedev tool.
Cheers