Is it reasonable to create a procedural mesh like this growing tree generated by an LSystem into UE4? I believe HDA's are for baking static meshes in the editor. So would I use FBX/Alembic animation? Or will that be impossible to texture/UV nicely anyway?
Just looking for some basic direction or if I should abort this mission and try something more realistic.
Thanks
Animated Mesh to UE4
5439 2 1- MrBrad
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- MrBrad
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I managed to do this by exporting an Alembic file from Houdini…and then importing Alembic into UE4 using a Geometry Cache input setting. So fun!
This video helped me understand why Alembic is so powerful and perfect for this kind of mesh deformation:
https://www.youtube.com/watch?v=rDHxxk0y2D4 [www.youtube.com]
This video helped me understand why Alembic is so powerful and perfect for this kind of mesh deformation:
https://www.youtube.com/watch?v=rDHxxk0y2D4 [www.youtube.com]
Edited by MrBrad - June 1, 2019 22:01:57
- dpernuit
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