Marek Netzel
Marek_Netzel
About Me
専門知識
Generalist
業界:
Film/TV | Gamedev
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LOCATION
Dębe Wielkie,
Poland
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Houdini Engine
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Not Specified
Recent Forum Posts
GameDev LOD Hierarchy+Custom Collision for UE4 2022年8月24日9:23
So few month have past since my initial reply. There are few additional things to say.
In UE5 there seems to be not convex collision meshes limit, you can put 1000 So there is no need to monitor what convexde composition SOP is generating.
The other thing is that you can actually export from SOP context with rop_fbx. You simply add primitive string attribute "name" with correct names per LOD stream.
"LODGroup/LOD0"
"LODGroup/LOD1"
"LODGroup/LOD2"
"LODGroup/LOD3"
and
"UCX_LOD0_0"
"UCX_LOD0_1"
"UCX_LOD0_2"
for convex collision shapes where the number at the end corresponds to segment attribute from convex decomposition SOP.
You can put a primitive wrangle after it and put
During save don't for to toggle "Build Hierarchy from Path Attribute" in the rop_fbx and change standard "path" to "name".
When importing in unreal toggle "Import Mesh LODs" in the importing dialog (Mesh section).
In UE5 there seems to be not convex collision meshes limit, you can put 1000 So there is no need to monitor what convexde composition SOP is generating.
The other thing is that you can actually export from SOP context with rop_fbx. You simply add primitive string attribute "name" with correct names per LOD stream.
"LODGroup/LOD0"
"LODGroup/LOD1"
"LODGroup/LOD2"
"LODGroup/LOD3"
and
"UCX_LOD0_0"
"UCX_LOD0_1"
"UCX_LOD0_2"
for convex collision shapes where the number at the end corresponds to segment attribute from convex decomposition SOP.
You can put a primitive wrangle after it and put
@name = "UCX_LOD0_" + itoa(i@segment);
During save don't for to toggle "Build Hierarchy from Path Attribute" in the rop_fbx and change standard "path" to "name".
When importing in unreal toggle "Import Mesh LODs" in the importing dialog (Mesh section).
Export blend shapes for UE4 or unity 2021年3月12日9:11
In case someone is reading this thread lately - like I did.
The answer is here: https://www.sidefx.com/docs/unreal/_f_b_x.html [www.sidefx.com]
This also works without Houdini Engine!
Cheers!
The answer is here: https://www.sidefx.com/docs/unreal/_f_b_x.html [www.sidefx.com]
If you want to export Blend Shapes to Morph Targets in UE4, your asset's network needs to be "FBX Compatible". Please make sure that there is no nodes that modify the geometry after the blendshape nodes. Nulls, switches, caches, attributes, skin deform or merge nodes won't block the blend shapes from being exported, but nodes that alter the geometry, like a subdvide for example, will.
This also works without Houdini Engine!
Cheers!
Houdini FBX LOD export for UE4 2021年3月6日19:17
The solution is here:
https://www.sidefx.com/forum/topic/59583/?page=1#post-333638 [www.sidefx.com]
Cheers!
https://www.sidefx.com/forum/topic/59583/?page=1#post-333638 [www.sidefx.com]
Cheers!