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
Per Bone Attribs from Houdini to Unreal?
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