Maya -> Houdini -> UE4 units

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Gang,
I'm pretty sure I know the answer to this but just wanted a sanity check. I'm currently creating some content for UE4 so I'm modeling in Maya (cm) to make it easier to stay in synch with UE4 (cm). I've started feeding some of these models through Houdini for some simulations, and I've tweaked Houdini's units to also be in (cm) which appears to be working fine… HOWEVER, as I've started exporting these new assets from H to UE4 through the GameDev Tools it seems I'm running into some auto-magic behavior that assumes (m) to (cm)… At least that's how it appears.

Which brings me to my question: Is it better for me to adjust incoming geometry into Houdini to be in (m) to avoid headaches when feeding assets to UE4? I'm thinking this is probably the way to go, which is not the end of the world by any means… But please let me know how y'all feel about it.

cheers!
–GY
gregory yepes | http://www.GregoryYepes.com [www.gregoryyepes.com]
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My opinion is work in m in Houdini. Then if I am importing an fbx into unreal that was from Houdini I put 100 into the import scale so unreal brings it in right. The advantage of this is the Houdini engine HDAs come in right as well as things like the gamedev vertex animation stuff. Just my 2 cents. I don't use Maya as part of my pipeline though.
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59 posts
Joined: March 2015
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My opinion is work in m in Houdini. Then if I am importing an fbx into unreal that was from Houdini I put 100 into the import scale so unreal brings it in right. The advantage of this is the Houdini engine HDAs come in right as well as things like the gamedev vertex animation stuff. Just my 2 cents. I don't use Maya as part of my pipeline though.
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