Alexandre Rivaux

alexr25

About Me

Co-founder & CTO @Bonjourlab
EXPERTISE
Technical Director
INDUSTRY
Advertising / Motion Graphics

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LOCATION
Clichy, France

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Official Labs Vertex Animation Textures 3.0 FAQs and Links Sept. 20, 2022, 11:03 a.m.

papsphilip
i finally fixed it.
i didn't change my mesh but i made sure the pivot was always at the origin, which i believe was suggested at some point by you as well and it turns out it makes a difference.
Moving the pivot for some reason, i don't know if this is a bug or if i should RFE it but after importing it to Unity you can see the whole animation being exaggerated like the values are stretched or something.
Another thing i did which i am not sure if it made a difference because by now i have tried lots of stuff, i opened my project in Unity 2022.1.15f1 instead of 2021.2.7f1.


The whole pivot problem feels like a bug to me, should i submit it

Nice to see you found the issue
I am not sure about the Unity version as I didn't have any problem with various versions. But, about the pivot, I won't consider it a bug, but more a design specification. It's my understanding that VAT compute the position of the vertex inside a bounding box which will rely on the pivot point of your object. Having the object outside the pivot will enlarge the box so you might loose precision in the position texture.
Also, I think it would be better to keep the pivot at the center of your shape (or at a convenient position for orientation) in order for you to move the Game Object on the scene. You can then rotate or move the element without any translation problem due to a pivot outside the game object. For example You can use your animation with a VFX graph and simulate a bunch a Medusa where their position are directly managed by the VFX graph.

Hope this help

Official Labs Vertex Animation Textures 3.0 FAQs and Links Aug. 12, 2022, 4:30 a.m.

papsphilip
Could you please upload the VAT export folder (geo,tex,unity) so that i can try in Unity on my end?
Maybe my VAT rop is messed up

I've made a new test with your filecache and the problem seems to come from your geometry.
Using softbody VAT with your filecache didn't work. I try to change the topology to check if it comes from it.
I applied a polyreduce and export it as a Dynamic Remeshing VAT (as the number of prim change over the frame due to the animation).
The result is correct inside Unity.

I will recommend to check how your mesh is constructed, the problem might come from it.
Here is the exported VAT.

Official Labs Vertex Animation Textures 3.0 FAQs and Links Aug. 11, 2022, 9:49 a.m.

@papsphilip I've tested your sphere scene, it's working properly on my side.
I am using the sideFXLab package 19.0.657
I haven't test your filecache, I will try later.