F1 game trailer · Houdini → CSV → Unreal Engine

The challenge

The client supplied a complete track scene in 3ds Max, including spectator placement nodes. The trailer was being built in Unreal Engine, and extracting those placements directly through a Blueprint was producing unreliable transforms.

The approach

I introduced Houdini as a conversion stage. The setup extracts placement data, converts position axes and rotation conventions, and writes a compact CSV with the fields expected by the spectator Blueprint. A TOPs wedge workflow supports separate, consistently named exports for successive pieces of the layout.

The value

The artist could keep the existing Blueprint instancing workflow and feed it dependable placement data for animated spectators. The contribution was a focused bridge between two production environments: preserve the layout, make the transforms explicit, and deliver data in a form the next artist could use.

Houdini workflow: Converting track placements into Blueprint-ready transforms.
Converting track placements into Blueprint-ready transforms.