为UE5制作骨骼Creating skeletal meshes in Houdini for UE5
You can download the project files here: https://eusebijucgla.gumroad.com/l/pfhskmue5
They do not include anything extra, but it will help supporting future work.
In this tutorial I go over the process of creating a simple skeletal mesh in Houdini and how to export it for Unreal Engine 5. We will use KineFX to create a simple procedural skeleton.
I also talk about a fix that I discovered while importing Skeletal Meshes to UE5, where the skeleton transforms are wrongly setup because of the conversion of units between Houdini and UE5.
If you are interested of what possibilities this technique can offer you can check out this breakdown about a procedural organ system that i did, which uses this technique in great extent: https://youtu.be/-7R5ct1dX8I
Songs used from sessions vi:
weird inside – https://found.ee/weirdinside
Chapters:
00:00 Intro
00:20 Creating the mesh
05:53 Creating the skeleton
09:21 Rigging the mesh
12:30 Exporting for UE5
15:10 Importing to UE5
18:03 Fixing skeleton transform attribute
22:53 Use case and outro
谷歌翻译:
您可以在此处下载项目文件:https://eusebijucgla.gumroad.com/l/pfhskmue5
它们不包括任何额外的内容,但它将有助于支持未来的工作。
在本教程中,我将介绍在 Houdini 中创建简单骨架网格物体的过程以及如何将其导出到虚幻引擎 5。我们将使用 KineFX 创建一个简单的程序骨架。
我还谈到了我在将骨架网格体导入 UE5 时发现的一个修复,其中由于 Houdini 和 UE5 之间的单位转换而错误设置了骨架变换。
如果您对这项技术可以提供哪些可能性感兴趣,您可以查看我所做的关于程序器官系统的细分,它在很大程度上使用了这项技术:https://youtu.be/-7R5ct1dX8I
session vi 中使用的歌曲:
里面很奇怪 – https://found.ee/weirdinside
章节:
00:00 介绍
00:20 创建网格
05:53 创建骨架
09:21 装配网格
12:30 为 UE5 导出
15:10 导入到 UE5
18:03修复骨架变换属性
22:53 用例和结尾