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Recent Forum Posts

CHOP Network Animation in HDA Oct. 26, 2020, 7:31 p.m.

I created a HIP file (attached) that has in it a curve and a sphere. Both the curve and sphere are contained in a subnet. I have added a follow path constrain to the sphere, so that it moves along the curve. When I hit the play button in Unity it moves as expected.

I created an HDA from the subnet. When I load the HDA in Unity, I see the curve and the sphere, but no movement takes place when I hit play, and I cannot find anything in any of the game objects that relates to animation. I can't seem to find any content online that addresses exporting animations from Houdini to Unity using HDAs. Is this possible?

Exporting model with animations to Unity Oct. 21, 2020, 1:55 a.m.

I am trying to export a model with an animation from Houdini into Unity as an FBX. The HIP file has one take, “Main”. When exporting, I set “Export With Take” to Main, “Valid Frame Range” to “Export Frame Range” and “Start/End/Inc” to a range that covers all of my frames. I have attached the HIP file.

In Unity, the FBX shows up in the project, but it only contains a blank material and a geometry object. There is no animation. Why is the animation not showing up?

A related question: I have been trying to export from Houdini an FBX with multiple takes, i.e., several takes under the Main take. My intent here is to create an FBX file that has multiple animations, so that I can create an animation controller in Unity. Given that only one take can be selected in the export pop up, I select Main, as it is the parent of the other takes. However, when I hit accept nothing happens–no new file is created. Is there a way to export a single FBX from Houdini that has multiple animation clips?