Dou Mayo
DouMayo
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Exporting sub-objects with customized pivot point Feb. 27, 2020, 3:39 a.m.
So I'm working on a video game using destructible meshes in Unity. I do the destruction in Houdini and then import the baked immesh in Unity.
I am doing a houdini asset that can cut any mesh into into little parts that are their own objects.
I then export all the pieces as a single FBX and import it into Unity.
My problem is that when I render as FBX, all the parts share the same pivot point (which is the origin point in Houdini).
Is there a way to export a fbx in Houdini with sub-objects each having their own pivot points ?
Do you guys have any idea how I can do that ?
— what I do step by step is :
-Take any mesh
-cut it with several planes with random angles and position
-apply boolean fracture
-apply explode but keep its value to 0, the mesh is now several pieces
-hide every pieces but 1 using a blast node
-copy/paste the geometry node and change the visible part to the next piece, repeat as much time as you have pieces
-export all geo as a fbx group
-import into unity
-apply joint to all the object parts
-apply the breaking script, the one which needs all objects to have a centered pivot point
Note : the object appear whole in game but it's actually made of broken Seamlessly stuck together
I am doing a houdini asset that can cut any mesh into into little parts that are their own objects.
I then export all the pieces as a single FBX and import it into Unity.
My problem is that when I render as FBX, all the parts share the same pivot point (which is the origin point in Houdini).
Is there a way to export a fbx in Houdini with sub-objects each having their own pivot points ?
Do you guys have any idea how I can do that ?
— what I do step by step is :
-Take any mesh
-cut it with several planes with random angles and position
-apply boolean fracture
-apply explode but keep its value to 0, the mesh is now several pieces
-hide every pieces but 1 using a blast node
-copy/paste the geometry node and change the visible part to the next piece, repeat as much time as you have pieces
-export all geo as a fbx group
-import into unity
-apply joint to all the object parts
-apply the breaking script, the one which needs all objects to have a centered pivot point
Note : the object appear whole in game but it's actually made of broken Seamlessly stuck together