To reiterate the title, I’m looking for a way to spawn skeletal actors on points specific points created in Houdini. I need to place multiple instances of a plant like creature across a landscape, and I don’t think I can use the foliage tool in this case, because the plant was rigged and carefully animated.
I’ve looked at possibly using HDAs (Houdini engine for Unreal), but it looks like I can only spawn static meshes. I’ve tried using vertex animation textures and Niagara, but I can’t get the points from Houdini to stay put.
The final product is going to be a linear animation, so all of this needs to take place inside the sequencer. Real-time optimization is not an issue.
Hey there @benttoenail! Welcome back to the community! I’m not a Houdini magician myself, but if you can export the points out to the correct coordinates, just knowing the correct transform would make it easy to make an editor widget that will spawn whatever you need wherever you need it.
For example I had written up this simple script to take some data and place it at specific transforms, which with a little tweaking you could get all of the locations, the place the SKMs automatically.