Exporting animation from Houdini to Unity
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- kif11
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I've been researching this topic for some time and can not find any valuable information.
I have a character with a skeletal and blend shapes animation. This character have multiple animations ether on Takes or in multiple files (with HDAs).
I can not find any reasonable way to bring this animation to Unity.
Making all animations in one timeline and splitting it in Unity or exporting multiple FBXes with the same mesh sound absurd to me.
Can anyone recommend a proper workflow?
I have a character with a skeletal and blend shapes animation. This character have multiple animations ether on Takes or in multiple files (with HDAs).
I can not find any reasonable way to bring this animation to Unity.
Making all animations in one timeline and splitting it in Unity or exporting multiple FBXes with the same mesh sound absurd to me.
Can anyone recommend a proper workflow?
Edited by kif11 - 2019年6月18日 22:01:16
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- kif11
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I surprised that this topic isn't discussed frequently because Houdini has excellent animation capabilities.
I ended up creating HDA for my character and doing different animation on every instance of the asset. Then I exported each animation as a separate FBX. This affectively duplicated the character geometry.
I'm not sure if Unity include it in the build or not.
The approach with char@<anim_name>.fbx described in Unity docs [docs.unity3d.com] doesn't really do anything.
I ended up creating HDA for my character and doing different animation on every instance of the asset. Then I exported each animation as a separate FBX. This affectively duplicated the character geometry.
![](/static/djangobb_forum/img/smilies/sad.png)
The approach with char@<anim_name>.fbx described in Unity docs [docs.unity3d.com] doesn't really do anything.
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- Angel Fucaraccio
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- nicholasralabate
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I know a quite few people using Houdini to do character animation for games – H can handle low-poly rigs like a champ. It's pretty straightforward to export to Unity, and the approach with the “@” symbol does work though it's just a notational convenience (it collects the animation clips underneath the model in the Assets window).
Do you have a hip file you can post? Maybe I can help you out!
Do you have a hip file you can post? Maybe I can help you out!
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- kif11
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- GlenD
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We use Houdini to Unity for our Character Animation. Right now having a problem with importing our weights into Unity. A bit of an issue.
@kif11 Not sure if you did this or not, Did you bake the Keyframes on the selected animations? RMB on parameter -> Keyframes -> Bake Keyframes. I hope this helps.
@kif11 Not sure if you did this or not, Did you bake the Keyframes on the selected animations? RMB on parameter -> Keyframes -> Bake Keyframes. I hope this helps.
Edited by GlenD - 2019年7月8日 15:30:06
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- GlenD
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- Angel Fucaraccio
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- kif11
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- dylanfries
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- Angel Fucaraccio
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Can you specify the problems? There is this tutorial, I haven´t gone trhough it, but I´ve exported from houdini to ue.
https://www.udemy.com/course/game-character-rigging-with-houdini/ [www.udemy.com]
https://www.udemy.com/course/game-character-rigging-with-houdini/ [www.udemy.com]
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