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    Laurence Dodd
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  1. Hi All, I have an fbx animation of a robot coming from Maya, that will be gradually broken apart and float away. I have the animation working with my RBD sim, the parts activating with a simple attribute transfer to activate. This all works in Houdini, but when I export out to fbx to then go into Unity(AR), the original animation is ignored leaving only the breaking apart sim. I'm not sure what I'm missing, the robot isn't the final one, nor is the animation, it has 300 odd parts, so maybe its how I'm bringing it into my sim. I've even baked all the parts to world space animation, so there no rig in there. I hope my rambling makes some sense, any help gratefully received. The scene is 99megs, I hope thats ok. Laurence mechaFlock_003.hiplc
  2. VAT soft body import to Unreal loop drops a frame

    Semi fixed. The problem stopped when I no longer tried to incorporate "Padded by Two" in the output. This fixes the loop drop frame issue, but the developers would really like to use this padded thing for streaming.
  3. Hi, I'm using the Vertex Anim 2.0 setup to bring in a couple of sims to Unreal, one set of curtains (cloth) and a ripple solver anim. It comes in ok, except that at the end of each loop the geo disappears for a frame. I've clicked and tried every option in both Houdini and Unreal that I can find, but to no avail, has anyone come across this and is there an answer? Thanks.