Conrad Hughes

Conrad Hughes

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How to make Rigid Vertex Animation more accurate in UE4 Oct. 11, 2019, 6:28 a.m.

Hey! I wanted to update this to say that the tool has come a really long way - I noticed now in some occasions it seems to be using two pixels for position and rotation per frame which is great. One tip for anyone that finds this thread would be to make sure that your textures are set to ‘Nearest’ filtering mode which prevents a wobble on longer/larger rigid animations. I've not experienced it yet using the Soft settings but yeah, that will definitely help.

Cheers Mike

How to make Rigid Vertex Animation more accurate in UE4 April 12, 2019, 9:51 a.m.

mikelyndon-sesi
What values are you using for your bbox min and max? If it's greater than 1000 then you're probably running into floating point precision issues. You could try scaling the sim down but you'd need to check rest, orient and pivot attributes as well (and possibly intrinsic transform).

We've considered another export method that use 2 pixels per position value but I haven't had a chance to test it out and implement it.

Mike

I'm sorry to do this to this old thread, but Mike–do you think there's any chance this 2 pixel per position value could be implemented either as a ‘Large Object’-type switch in the output driver? It would be super useful as I'm struggling to scale down an already-cached sim, and don't want to go through the process of re-setting it all up as we've reached an art-directed result we're happy with.

Cheers!
Conrad