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Found 2 results

  1. Hi everyone! I'm trying to create a Tool with Houdini Engine for Unreal Engine 4. I want to create a spline on which points I can place different meshes. For example: procedural loop shapes, twist shapes, banking etc. (like a rollercoaster). Could anyone give me some advice on how to do it? Or send me a tutorial about it? My goal is to create a Tool that allows me to create multiple splines in Unreal and attach them to one another in order to create a single track. How can I set the Tool to combine each spline into a track every time in new "pice" is created and still be able to edit that single piece? I'd like to create a button that allows me to create new curves in Unreal ad a part of the Digital Asset and then edit those curves as described this? Do you think is possible or there's better way to accomplish this? In Houdini I created a procedural curve(where I can set banking) and another curve(where I can set loop shapes) that it is attached to the last point of the first curve. But, I don't know how I can create this tool in Houdini to create this track in Unreal and continue to add new procedural curves after and blend them. I have attached what I created in Houdini and imported into Unreal with Houdini Engine.
  2. Hi, I'm creating a Fluid Simulation with a FLIP TANK(in Houdini 17.0.416), to be transformed into a mesh (export.FBX) and imported into Unreal Engine 4, through Vertex Animation Texture. I would like to apply a color/diffuse texture in Unreal, but I can't export the animated mesh UV. Could someone tell me if it's possible and if affirmative how should I set the export UV settings?
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