KineFX Livelink rotations/scale wrong in UE4

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I was able to get the two programs to talk to each other but when the livelink is active the skeletal mesh shrinks down to 1/100th scale and some of the rotations are off. I tried correcting for it with an animation blueprint in UE4 but no luck getting it perfect.

Any help would be greatly appreciated, I could easily have missed a step somewhere but I've tried everything I can think of like transform nodes, units settings, reimporting at a larger scale, etc. but no luck.
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Hi decksounds,

Sorry if this is a distraction to your issue.
Im having trouble getting Kinefx livelink working at all.
Im following the instructions found here:
https://www.sidefx.com/docs/unreal/_live_link.html [www.sidefx.com]

I downloaded HoudiniLiveLink-4.26-v1.0 from the git repo
After importing the file ue4_livelink.hda and attaching a sphere node to the input of ue4_livelink1

i see this error on the ue4_livelink1 node

Invalid source /obj/geo1/ue4_livelink1/computetransform1
Error: No transform attribute exists, unable to compute local transforms.

when I click on "startserver" button I get this python traceback error

Error running callback:
Traceback (most recent call last):
File "Sop/ue4_livelink/start_server", line 1, in <module>
File "Sop/ue4_livelink, PythonModule", line 75, in start_server
File "Sop/ue4_livelink, PythonModule", line 57, in outputPlaybarEvent
AttributeError: 'NoneType' object has no attribute 'pointFloatAttribValues'


Can you give me any clues as to what should be input to the ue4_livelink1 node to resolve the errors Im getting?

thanks
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just for completion this error on the ue4_livelink1 node

Invalid source /obj/geo1/ue4_livelink1/computetransform1
Error: No transform attribute exists, unable to compute local transforms.

was resolved thanks to a suggestion by bubblepins

insert a rigdoctor node right before the ue4_livelink node
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