Patrick Glaspey

Aladin Sane

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Recent Forum Posts

Skeletal Mesh Questions Aug. 21, 2018, 11:18 p.m.

I am using houdini to create a skeletal mesh (humanoid) that I intend to retarget to unreal mannequin skeleton animations. I have run into an issue I wanted to share and maybe get some clarification if anyone knows.

If I export a standard height human from houdini to unreal and select 100 to scale it as recommended, the mesh is scaled fine but the skeleton has 100 scale. This blows up when trying to retarget. Solution at the moment is to remake skeleton at larger size in houdini so when I import into unreal I do not have to scale. I tested this with a quick box and a few bones and it worked.

ps. I make sure all the bones had the transforms reset so it was not related to bad transforms on the bones.

Dynamic Bake Name in Digital Asset July 1, 2018, 6:38 a.m.

When I set the Bake Name to be dynamic, it changes it in the UI in Unreal but when I click the bake button it uses the last name that was there.

For example. If I create the asset and the first set of parameters selected results in dynamic bake name of

S_Dungeon_Floor_A

and then I change the parameters and the Bake name dynamically changes to

S_Dungeon_Floor_B

When I click back it overwrites the S_Dungeon_Floor_A asset in browser. I have to manually change the name to something else and back again to get it work.

Can this be fixed?

Thanks.

How do I create special attributes and groups? Feb. 23, 2018, 6:29 a.m.

ryanagogo
I'm very new to houdini, and I'm having trouble understanding how to create special attributes and groups in my digital asset. I've been searching the docs and doing google searches, but I can't seem to find information on this topic.

This is the link to the docs:
http://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]

Can someone help me or point me towards some good examples?

Thank you in advance :-)

Hi,

You use the attributecreate node and put in the correct name and data setup based on the document you linked.

First image below shows a couple of these nodes in a tree.

The second image shows inside one of the nodes on how it was setup.

Just in case you need to know, the unreal_material value in the String field is obtained by using copy reference if you right click on your material in Unreal Editor.

Hope this helps.