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Split Meshes problematic behavior/bugs

Open Kettenotter opened this issue 2 years ago • 0 comments

From the docs:

The latest versions of the plugin support multiple meshes on a single HDA output node. Since older versions of the plugin did not support this, there may be differences in behaviour when upgrading plugins.

Which I don't understand because it already was possible to Split meshes just by packing them?

Breaks previous method

With it enabled it will split packed meshes into individual meshes. (possible a bug) Each collision shape will generate its own mesh.

For example I add sphere collisions to the pig: image

image

With the feature disabled it will generate the mesh like expected: UnrealEditor_1055 image

But once enabled I get this result:

image

It will generate one mesh for each collision. This can get especially problematic when there are hundreds of collision shapes.

How to use it without collision? How does the setup look?

It uses the ending of some groups to find how to split them. But you might want to add collision to a mesh but don't add a group to the actual mesh. Also it seems difficult to use: Fo example I have generated two meshes with collisions and now I want to merge them for the output. I first need to find all the groups and append the affix to it. But the groups might have different names depending on which kind of collision I did use or there might be no groups because I don't want to generate collision. Just packing them makes it easy to use and pretty clear how they are split.

Kettenotter avatar Jan 09 '24 16:01 Kettenotter