Mihnea Stoica
MihneaSto
About Me
EXPERTISE
Technical Director
INDUSTRY
Gamedev
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LOCATION
Deva,
Romania
WEBSITE
Houdini Skills
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Not Specified
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Recent Forum Posts
FBX to UE4 no animation data June 27, 2019, 9:19 a.m.
Greetings,
I gave your file a go and tried exporting the sim from the “fbxtest_fbx” subnet using normal export to fbx. File/Export/FBX. I had to change the root bone to a simple null and now Unreal seems to read it properly.
I gave your file a go and tried exporting the sim from the “fbxtest_fbx” subnet using normal export to fbx. File/Export/FBX. I had to change the root bone to a simple null and now Unreal seems to read it properly.
Generate Motion using CHOPs Feb. 16, 2019, 6:20 a.m.
This project represents an experimental approach to creating motion. I used the channel operators in Houdini 16.5 to generate a motion library for the mech model.
All the motions are built using CHOP nodes so they are fully procedural.
The main idea was to try, on one hand, to create procedural motion that resides in a network, like most other stuff done in Houdini. I wanted to have access to it at all times and package it nicely into an HDA that I could reuse on other similar rigs without retargeting. On the other hand, I wanted to try and move away from the keyframing approach and come up with a faster solution where motion capture can not be used - or is less convenient to use.
All in all, the results look promising. I am working on multiple versions of this system at the moment - trying to use it for organic meshes as well and also looking it other ways to properly generate the motion, faster and better.
Mech model provided by: silvankerseboom.artstation.com
I worked on this project in my 2nd year at Breda University of Applied Sciences
Houdini Graphics Card Issue Sept. 6, 2018, 7:28 a.m.
addysmithThank you for the response!
OpenGL 3.3 support.
The card has OpenGl version 4.0. As far as the driver goes, I updated it recently. I am not sure if it meets the openGl requirements but I will check.