Peter Nicolai

peternicolai

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Per Bone Attribs from Houdini to Unreal? 2023年10月2日19:59

Hey all,

Unreal can accept per bone attribs on skel mesh bones.

https://docs.unrealengine.com/5.3/en-US/fbx-attributes-in-unreal-engine/ [docs.unrealengine.com]

Their example (and my desired use case) is around the timecode attribs that are enabled by default. I've be trying to accomplish the same thing but I can't seem to get anything to show up. My tests have been to pass user generated attribs on the points, as detail, or via the fbx_custom_attributes dictionary (so... file/asset level?).

I haven't seen anything online or in forums (so far) speaking to a Houdini use case so I thought I throw a question out to the group at large to see if anyone has had any experience or success with passing data this way.

Let me know, thanks!

Pete

Custom Instance Data vs. Custom Primitive Data 2022年10月24日12:29

Ah, ok. Is that feature on the road map or is it outside the scope for Houdini Engine?

Custom Instance Data vs. Custom Primitive Data 2022年10月4日14:30

Hi all,

I'm trying to set some custom primitive data on my instances via my HDA in Unreal. This per prim data is read by my materials to drive some variation. Afaict, the Houdini Engine supports Per Instance Custom Data but not Custom Primitive Data. I don't see any mention of the Custom Prim Data in HEngine docs.

Can anyone confirm if the Custom Prim Data is not yet supported by HEngine? Am I missing some established way to pipe data to the custom prim data?


Thanks!
Pete