Per Bone Attribs from Houdini to Unreal?

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Hey all,

Unreal can accept per bone attribs on skel mesh bones.

https://docs.unrealengine.com/5.3/en-US/fbx-attributes-in-unreal-engine/ [docs.unrealengine.com]

Their example (and my desired use case) is around the timecode attribs that are enabled by default. I've be trying to accomplish the same thing but I can't seem to get anything to show up. My tests have been to pass user generated attribs on the points, as detail, or via the fbx_custom_attributes dictionary (so... file/asset level?).

I haven't seen anything online or in forums (so far) speaking to a Houdini use case so I thought I throw a question out to the group at large to see if anyone has had any experience or success with passing data this way.

Let me know, thanks!

Pete
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