biller Posted November 27, 2019 Share Posted November 27, 2019 https://www.sidefx.com/docs/unreal/_collisions.html Morning all, the document here says we can put render mesh to a group whose name is XXX, and put collision mesh into a group whose name starts with "Collision_Geo" prefix, and then Houdini Engine will handle it. However, I'm using a specific version of Unreal Editor, which is not supported by houdini engine, how can I export them into an FBX file like that in 3DSMAX and still got working collision? In 3DSMAX, if you name your mesh XXX, and name its collision mesh to UCX_XXX, and you export them to one FBX file and import to UE4, you can get a working collision. However, when I try this: name the render mesh group to XXX. and name the collision mesh group to UCX_XXX; and then merge and export. The UE4 cannot recognize collision mesh. I have to export them separately into 3DSMAX and export render mesh and collision mesh from 3DSMAX. Thanks 1 Quote Link to comment Share on other sites More sharing options...
len Posted November 25, 2020 Share Posted November 25, 2020 For what it's worth, going to Unreal via FBX (Not Engine) for me: - Each collision prim should be in its own object named UCX_XX_01, 02, etc where XX = Name of Render Object mesh - Render mesh should be in its own object - Put all the above inside an object-level subnet and use that for FBX export path In UE 4.21+ and Houdini 16+, at least, this correctly builds the render mesh with convex hulls attached. Quote Link to comment Share on other sites More sharing options...
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