UE4#
Export Anim#
- Houdini:
- Y-up, Z forward
- Set keyframe on root skeleton at frame 0
-
Export ROP: Force Blend Shape Export + Force Skin Deform Export
-
Unreal
- Import with selecting existing skeleton if already exists
- Use T0 as ref pose = True
- Convert Scene = True
- Force X-Axis = True
- NOTE: Not sure how to export morph targets into UE4
- GOTCHAS:
- Make sure prerot/postrot is set accordingly between bindpose & imported fbx
- UE4 exported fbxs dont have prerot & postrot
Import Anim from UE4#
- Export with force X-axis front
- Houdin import FBX convert Y-up=true
- You might need to set the capture frame in the FBX Mesh network to be the first frame of the imported animation to reset the fbx bind skeleton bind pose