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I'm having issues with skeletal meshes and UV Maps. Here is my model: Model screen capture

The idea is to use the spheres as the pivot points and I don't want any deformation.

Network screen capture

This is my network, as you can see I have 3 bones for my rig and 3 geometry nodes which corresponds to the 3 parts of my model.

Segment1 : Top cylinder with sphere Segment2 : Middle cylinder and sphere Handle2 : bottom cylinder

Here is the content of the segment2 geometry: segment2 geometry node content

This bone system seems to be working just fine without deformation however my issue is with the UV Map. Because I have 3 separate geometries, that also means I have 3 separate UV Maps.

Obviously, when I unwrap them, I have overlapping UVs: UV MAP

Which results into texture redundancy once in UE4: preview in UE4 of my problem

One of my attempts was to have only one geometry node and the UV Unwrapping happening after a merge: network of my attempt

The animation works perfectly in Houdini. The issue is this doesn't get recognized as a Skeletal mesh in UE4.

Would you have any idea how to share the same UV Map between geometries without having to place each island manually myself so that they don't overlap?

Cheers,

Nicolas Roche
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