It would be a very costly solution to bugs, but if you really want to do it, animate the bug walkcycle, exporty that as a soft VAT. Then follow any soft VAT tutorial on how to set it up.
The rest of the movement is handled in Niagara.
Is there a walk through detailing what we need to do in Houdini to export the vertex texture animation from a skinned mesh? I’m new to Houdini. I cannot find anything that talks about the skinned mesh process.
It shouldn’t really matter whether or not the mesh is skinned. It’s the same workflow.
(Simplified explanation)
The VAT node works by looking at every vertex of your mesh at every frame and writes it into a texture. Then the shader/material reads this data and offsets each vertex of your static mesh by the a mount specified in the texture.
Then you can make a null from bone deform and pass it to Labs Vertex Animation.
Here you can find more info on VAT in general, if you want to export for niagara you need to use legacy parameters for instancing it as a particle. https://www.artstation.com/artwork/zOyke6
Here you can have an in depth look in a bit advanced niagara sys for birds and large crowds:
One tip, you can speed up animation in Houdini, so you get smaller textures. Interpolation works nicely with VATs.
I recently made something in this line, so why not share it while it’s still fresh.