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.


  • JJ_FX 1 year, 4 months ago  | 

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

  • JJ_FX 1 year, 4 months ago  | 

    Ah, its actually using packed. Its working fine!

  • haasejd 1 year, 3 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 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 9 months, 4 weeks 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?

Please log in to leave a comment.