ychen3129
Houdini VAT3.0: Take Maya animation to Houdini then export as VAT to UE4
The new update on the VAT3.0 allow easier workflow, less manual work on bringing in vertex animation from Houdini to UE4
Open Maya,
Let's create a simple dancing Cube
Create> cube
set subdivision WHD to 10, Scale it up to 100

add the Bones

Go to rigging tab bind the skin

do a quick animation


Select the Geo and the skeleton, Export it out as FBX
make sure animation and bake animation is checked

hit export
Open Houdini
Create a Geo node, within the geo node, add an FBX character import node
import your FBX file here.

add a bone deform node

Go to Out network


for input Geometry
choose bonedeform1 node

for the mode/ target engine: choose soft-body deformation(soft) and Unreal Engine
Click on render all
Go to your project directory
two folders are created
Export>
Geo folder and Tex folder

inside the geo folder is your Geometry FBX

inside the texture folder is your vertex animation textures

Let's jump into UE4
first, import the textures
for the texture detail setting
set compression setting to vectorDisplacement map RGBA8

texture group:UI
filter: nearest

next, let's import the mesh
for the import setting
turn off generate missing collision
turn off remove degenerates
select do not create materials

hit import
now create new material for the VAT animation
make an MF_VAT_Soft node
you have to have the Houdini engine installed first, see my other post for how to install Houdini engine https://www.yanchen3d.com/post/install-houdini-engine-to-ue4-26
For now, the Material function for UE4 is not yet updated, we have manually replaced it

To download the material function for your ue4 version go to their GitHub page https://github.com/sideeffects/SideFXLabs/tree/Development/unreal

for now, I'm using 4.26.
After download, Copy and paste SideFX_Labs Folder to your ue4 directory

restart your UE4
the new material function should look something like this

select your material node, set the num customized uvs to 5
uncheck the tangent space normal box

Let's connect the node

Create a material instance, plugin the textures, and apply to mesh

Dada...