Export a destruction sequence to FBX. It takes a packed primitive destruction setup and moves all of the point data up to object level, which allows FBX to interpret that as top level motion. Most game engines will interpret this data as a skeletal mesh animation that can be played back natively.

COMMENTS

  • JJ_FX 1 year, 7 months ago  | 

    Is this only for UE? It seems its not working for Unity

  • JJ_FX 1 year, 7 months ago  | 

    Ah, its actually using packed. Its working fine!

  • haasejd 1 year, 6 months ago  | 

    Could you explain how you got your box object ready for export? My sim works fine in Houdini but just kind of rolls around instead of fracturing in UE4.

  • Stepghad 1 year, 4 months ago  | 

    I created a statue being destroyed by a flying ball. The ball is a static object. When I export the DOP as an FBX, the animation plays correctly except the ball is not present in the game engine. (My statue looks as if it is being destroyed by an invisible ball). Is there a way I can include the ball mesh in the FBX?

  • IbtesamSadiq 1 year ago  | 

    I love the tools that you are making for game developers.
    I have a feature request.
    can you add the option for binary FBX in this node as well?

  • foy8 2 months ago  | 

    Hey, this video is outdated. I followed what was in this video (1:39 or so) regarding what node to enter into the node to export slot, however it would not export anything from Houdini 18. I contacted support and was told the following:

    Side Effects Support Ticket: Hello , Your file seems to be working ok for me. The only change I made was to the parameter "Node To Export" in the Lab.

    Following that instruction allowed me to export correctly.

  • artofalanlee 2 months ago  | 

    @foy8 what change did you make to "Node to Export"? I've tried to point to everything, but doesn't export.

  • 531aeb04665e4239 3 weeks, 6 days ago  | 

    666

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