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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
  • 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