About to embark on my own journey going from Houdini to Control Rig and this really lays down some valuable groundwork, so thank you!! Glad I'm not the only one who's iteration count keeps going up until stuff finally works 😄
My D1234, it shows our hard work! I'm happy u see the potential in this Houdini→UE workflow. I feel like this is just scratching the surface, imagine all the complex character rigs we can create, maybe not even characters, we could rig up props like reclining chairs or melting substances. ok the last one may be difficult, but it would be SO cool to port over some of the cool FLIP viscosity sims into UE somehow without having it just playing as a static mesh, but interactive like triggered by the character.
@@bubblepins I'm hoping I can get some of the procedural Houdini rigs I dabbled with for natural plant growth into Unreal and get them to work in realtime (so HDA is not a solution I suppose). Vex code will probably have to be converted to blueprints. So maybe doing all the procedural rigging in Houdini and all the interactive stuff in Unreal and turn that into a workflow somehow. Getting simulations into Unreal is on my must-do list, but I haven't thought about it much (probably because it sounds scary). Working in realtime with the full scope of Houdini... that would be a dream come true!
@@robinlk I agree with u, it would be awesome to get both applications working together and combining the best of both worlds. U can use the LSystem in Houdini and port over the tree into UE, I've done this a few times. In a previous video ua-cam.com/users/liveAmM1r1MiPZE I ported an animating tree rig over to UE, but it wasn't easy, because I had an issue in 5.3 or 5.2 I can't remember and when I did the live stream I updated UE and the issue went away, go figure. I find that UE likes it's joint orientations for its rigs in a very specific way. I learned that the hard way. I think you'll like my next video, I created a custom character with some small arms and legs similar to a biped to bring into UE to make it work with the Modular Rig, the idea is to try a character rig that is difficult from the Mannequin but still get it to work. Combining Houdini and UE would be a dream come true, I hear u!
awesome! I hope this video helps! On the next video, I plan to do a small character rig, one with arms and legs. And create some fancy Control Rigs, I think that would be really fun!
Sorry I don't use Maya, I'm not sure, but I believe if you export as USD, which should be universal, it should work .... I'm not sure, cuz I don't use Maya.
@@bubblepins there is a problem with usd when we import that in unreal it comes with geometry cache so that's why I am not able to parent any objects or niagra particles
@@3dwithsb What happens when you export as FBX from Maya to UE? Just to reiterate, I don't use Maya, if u wanted to export Houdini→UE for character rig, I can do that VERY well, in fact that's the topic for the next video, but I donno Maya, I'm sorry!
About to embark on my own journey going from Houdini to Control Rig and this really lays down some valuable groundwork, so thank you!! Glad I'm not the only one who's iteration count keeps going up until stuff finally works 😄
My D1234, it shows our hard work! I'm happy u see the potential in this Houdini→UE workflow. I feel like this is just scratching the surface, imagine all the complex character rigs we can create, maybe not even characters, we could rig up props like reclining chairs or melting substances. ok the last one may be difficult, but it would be SO cool to port over some of the cool FLIP viscosity sims into UE somehow without having it just playing as a static mesh, but interactive like triggered by the character.
@@bubblepins I'm hoping I can get some of the procedural Houdini rigs I dabbled with for natural plant growth into Unreal and get them to work in realtime (so HDA is not a solution I suppose). Vex code will probably have to be converted to blueprints. So maybe doing all the procedural rigging in Houdini and all the interactive stuff in Unreal and turn that into a workflow somehow.
Getting simulations into Unreal is on my must-do list, but I haven't thought about it much (probably because it sounds scary).
Working in realtime with the full scope of Houdini... that would be a dream come true!
@@robinlk I agree with u, it would be awesome to get both applications working together and combining the best of both worlds. U can use the LSystem in Houdini and port over the tree into UE, I've done this a few times. In a previous video ua-cam.com/users/liveAmM1r1MiPZE I ported an animating tree rig over to UE, but it wasn't easy, because I had an issue in 5.3 or 5.2 I can't remember and when I did the live stream I updated UE and the issue went away, go figure. I find that UE likes it's joint orientations for its rigs in a very specific way. I learned that the hard way. I think you'll like my next video, I created a custom character with some small arms and legs similar to a biped to bring into UE to make it work with the Modular Rig, the idea is to try a character rig that is difficult from the Mannequin but still get it to work.
Combining Houdini and UE would be a dream come true, I hear u!
Real nice. Yesterday, I was just looking for an insight into character workflow from houdini to unreal, today you upload. huge.
awesome! I hope this video helps! On the next video, I plan to do a small character rig, one with arms and legs. And create some fancy Control Rigs, I think that would be really fun!
Awesome, thank you!
THank Q for watching!
Nice one! Very helpful ;)
THanks! THe next video will be about character rigging with arms & legs, I can't wait to animate it in UE!
hi i have a question how can i export maya skeleton mesh with camera in unreal tried but the camera and character position is mismatch
Sorry I don't use Maya, I'm not sure, but I believe if you export as USD, which should be universal, it should work .... I'm not sure, cuz I don't use Maya.
@@bubblepins there is a problem with usd when we import that in unreal it comes with geometry cache so that's why I am not able to parent any objects or niagra particles
@@3dwithsb What happens when you export as FBX from Maya to UE? Just to reiterate, I don't use Maya, if u wanted to export Houdini→UE for character rig, I can do that VERY well, in fact that's the topic for the next video, but I donno Maya, I'm sorry!
@@bubblepins ok thanks 👍