i been struggling to get this fix for over a week now
i import unreal 4 mannequinn then animate it and send to unreal all works
BUT why this new bone named SK_Mannequnne created automatically in houdini just for the round trip
i tried this for couple of times - no matter what i do when i send my custom skeleton (made in kinefx exported via rop character node) to unreal my ROOT BONE SCALE is 99.9999
i tried many different solutions but nothing works, and i saw some ask about this in many places but i dont see a solution
many place mention to use houdini engine unreal plugin but i dont wanna use it its too much stuff
please , a few words about houdini kinefx skeleton to unreal at least?
root bone is having 100 scale in unreal engine
3326 5 3- gihan
- Member
- 2 posts
- Joined: 1月 2023
- Offline
- gihan
- Member
- 2 posts
- Joined: 1月 2023
- Offline
- tamte
- Member
- 8786 posts
- Joined: 7月 2007
- Offline
- edward
- Member
- 7871 posts
- Joined: 7月 2005
- Online
- eusebijucgla
- Member
- 8 posts
- Joined: 2月 2022
- Offline
You can also divide the transform of the skeleton with a simple point wrangle node. The equivalent to the rig pose node would be:
3@transform /= 100;
Then do that for both the rest pose and the animated pose.
I made a quick tutorial about this same topic because I also was really confused, you can see it in here:
3@transform /= 100;
Then do that for both the rest pose and the animated pose.
I made a quick tutorial about this same topic because I also was really confused, you can see it in here:
Edited by eusebijucgla - 2023年6月12日 09:13:47
Best,
Sebi
Sebi
- tabascoau
- Member
- 2 posts
- Joined: 12月 2020
- Offline
-
- Quick Links