Personal R&D · Houdini / Unreal · Vertex animation textures

The challenge

I wanted to understand how complex cloth and rigid-body simulations could be represented for playback in Unreal Engine using vertex animation textures.

The approach

I built two compact examples: Vellum cloth for deforming geometry, and fractured pieces driven by Bullet for rigid-body motion. Each feeds its own SideFX Labs Vertex Animation Textures 3.0 exporter, making the different preparation and export routes easy to compare.

The value

The exercise helped me understand the relationship between simulation type and delivery representation. It is an R&D comparison of established SideFX Labs workflows, focused on preparing the right inputs and learning the export structure, rather than a claim of a shipped engine implementation.

Houdini workflow: Separate SideFX Labs VAT exporters for cloth and rigid bodies.
Separate SideFX Labs VAT exporters for cloth and rigid bodies.