Gregory Yepes
gyepes
About Me
EXPERTISE
VFX Artist
INDUSTRY
Gamedev
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Vertex Animation Textures ROP 2.0 Released June 21, 2020, 4:31 p.m.
Hey all, I was having issues getting the soft body VAT solution to work between Houdini 18.0.391 and UE4.22, but updating to the latest SideFX Labs Toolset v501 fixed me right up! Thanks for all the detail in this thread to point me in the right direction…
Maya -> Houdini -> UE4 units Aug. 1, 2019, 9:01 p.m.
Gang,
I'm pretty sure I know the answer to this but just wanted a sanity check. I'm currently creating some content for UE4 so I'm modeling in Maya (cm) to make it easier to stay in synch with UE4 (cm). I've started feeding some of these models through Houdini for some simulations, and I've tweaked Houdini's units to also be in (cm) which appears to be working fine… HOWEVER, as I've started exporting these new assets from H to UE4 through the GameDev Tools it seems I'm running into some auto-magic behavior that assumes (m) to (cm)… At least that's how it appears.
Which brings me to my question: Is it better for me to adjust incoming geometry into Houdini to be in (m) to avoid headaches when feeding assets to UE4? I'm thinking this is probably the way to go, which is not the end of the world by any means… But please let me know how y'all feel about it.
cheers!
–GY
I'm pretty sure I know the answer to this but just wanted a sanity check. I'm currently creating some content for UE4 so I'm modeling in Maya (cm) to make it easier to stay in synch with UE4 (cm). I've started feeding some of these models through Houdini for some simulations, and I've tweaked Houdini's units to also be in (cm) which appears to be working fine… HOWEVER, as I've started exporting these new assets from H to UE4 through the GameDev Tools it seems I'm running into some auto-magic behavior that assumes (m) to (cm)… At least that's how it appears.
Which brings me to my question: Is it better for me to adjust incoming geometry into Houdini to be in (m) to avoid headaches when feeding assets to UE4? I'm thinking this is probably the way to go, which is not the end of the world by any means… But please let me know how y'all feel about it.
cheers!
–GY
Generating motion vectors from existing flipbook? May 15, 2019, 3:55 p.m.
Thanks for the response Mike! I was just watching Mark's video describing some of this process:
https://vimeo.com/242373845 [vimeo.com]
Definitely cool, but it's a deeper rabbit hole than I'd like to dive into at the moment… I'll explore other options and come back to this when I have more time.
cheers!
–GY
https://vimeo.com/242373845 [vimeo.com]
Definitely cool, but it's a deeper rabbit hole than I'd like to dive into at the moment… I'll explore other options and come back to this when I have more time.
cheers!
–GY