bastianlstrube Posted February 4, 2020 Share Posted February 4, 2020 (edited) Hi! I am modeling a large number of characters for a game production and have to skin/bind them all to an identical skeleton. Each character is then exported as its own file. Is there a way to procedural or with some automation capture geometry to bones in houdini? So far the import, export to the game engine works, which is further than I got with Blender. I come from a Maya background would love to keep it between blender and houdini. Watched a few videos and so far I am still a little unsure houdini is the way to go. They all seem to show a quite manual way of capturing the geometry clicking the shelve and selecting root node... so on. Python is quite familiar so I can do scripting to make it happen. thanks Edited February 4, 2020 by bastianlstrube Quote Link to comment Share on other sites More sharing options...
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