Hi,
I'm experimenting a bit with workflow for UE5->Houdini, sending shots through as USD files. Looking super promising with some good wins so far.
It's bringing in the fbx based char rigs (SKMs) with their animation being applied as viewed through the delegates in Solaris. It's clear this isn't a vertex cache, it's doing the bone deforms; there's a SkelAnim, Skeleton and Mesh primitives in the Composed Scene graph. Brilliant.
What I'd love to do is pull that into houdini proper. If I use a lopimport sop I just get the mesh in it's bind position - no anim. If I use Sop Modify Lop I again just get the mesh in the bind position.
Is there a way to pull the SkelAnim and Skeleton primitives out of the stage and into sops so I can apply a bone deform there? Any access at all to any of that?
Cheers,
r.