Jump to content
WLVL

Vertex Animation Textures - RBD - Houdini to Unreal - position offset [SOLVED]

Recommended Posts

Hello!

exporting rbd sim to unreal using VAT.

Issue: active pieces are floating above ground in Unreal. non active pieces are placed correctly. (see images)

It seems like the y value of the texture is somehow capped ?

how can I debug this?

 

Everything worked fine in the simulation iteration before.

I changed a few constraints properties and added a fracture level to the geo.

800 fragments, 240 frames

 

using Game Dev Toolset 1.96

using Houdini Indie 17.0.416

any help appreciated thanks!!

 

solution:

bbox_max1, bbox_min1 copied values were wrong

(I was using same value of bbox_max, bbox_min, old method depracated)

 

 

rbd_ok_houdini.PNG

rbd_floating.PNG

Edited by WLVL

Share this post


Link to post
Share on other sites
Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×