Is there any documentation / walkthrough on best practice to export and load a skeletal mesh into Unreal Engine 5 (or 4)?
Ideally a (skeleton + mesh) and (animation) in 2 separate fbx files.
Any pointers much appreciated!
Skeleton and mesh + animation into UE5?
2136 3 1- trtrlfx
- Member
- 12 posts
- Joined: Dec. 2016
- Offline
- tamte
- Member
- 8785 posts
- Joined: July 2007
- Offline
using KineFX workflow you can use
ROP FBX Character Output SOP to save your skeletal mesh + rest skeleton (+ optionally animation)
and
ROP FBX Animation Output SOP to save just animation (from animated KineFx skeleton)
ROP FBX Character Output SOP to save your skeletal mesh + rest skeleton (+ optionally animation)
and
ROP FBX Animation Output SOP to save just animation (from animated KineFx skeleton)
Edited by tamte - March 30, 2022 05:21:57
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- trtrlfx
- Member
- 12 posts
- Joined: Dec. 2016
- Offline
- wengyangchen
- Member
- 2 posts
- Joined: Dec. 2021
- Offline
坦特Is there any way to use axis system when use ROP FBX Character Output SOP ? According to the document,it should be in the PARAMETERS , while in houdini 19.5,there's no any option about axis.
using KineFX workflow you can use
ROP FBX Character Output SOP to save your skeletal mesh + rest skeleton (+ optionally animation)
and
ROP FBX Animation Output SOP to save just animation (from animated KineFx skeleton)
Thanks.
-
- Quick Links