I have 1,000 points and they move from 10 to 0 in Y at random rates. I need to export these animating points in the FBX format and import them into Unreal.
Each point has a grid attached, none of the points have any dynamic properties and do all of their motion via a wrangle node.
All of the data lives in one object at the sop level, nothing is looking for channels etc. Point counts do not change.
Is there a simple way to import this deforming geometry into Unreal? I've seen the discussions re: Fractured Objects and exporting them with bone deformers. Is this really necessary? And if so, how would I go about doing so in my setup?
A brief description of my setup would be:
Scattered points > attributeWrangle (for motion) > point vop (for some animated noise) and then > copy sop that attaches grids to each point. 8 nodes in total.
Thank you
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