You can simply save your desired location as a favorite using the “+” sign down-left on the Open dialog box.
Alternatively you can edit the $HOME variable (which on Windows is not usually set). Be aware that the local Houdini config folder will be stored in the $HOME folder.
Also setting that variable affects other “unix-like” software that's looking for it.
Found 560 posts.
Search results Show results as topic list.
Technical Discussion » Where to change the $HIP default location on Windows
- digitallysane
- 1192 posts
- Offline
Work in Progress » Junkie Turtle character
- digitallysane
- 1192 posts
- Offline
abvfxThanks!
This was great, and the music adds a lot.
Look forward to seeing more.
Love to see more breakdowns of the rig etc. I noticed a bit of cloth. Are you finding it easy to control?
It's quite an old rig which we'll need to refresh. Right now we finally got to shade and render it.
There's no dynamic cloth, only captured/deformed. Everything it's WIP for now
Work in Progress » Junkie Turtle character
- digitallysane
- 1192 posts
- Offline
caesar hernandezThank you!
HI!
Skugos looks extremely interesting! How much of the work is being done inside of Houdini? It looks like some other tool is being used for the modeling and compositing?
For Skugos [vimeo.com]: Modelling and UV-ing is done in 3D Coat, with fine tuning in Houdini.
Rigging, animation, layout, various non-character assets (trees, houses etc): Houdini.
Rendering: either the Houdini OGL output (the look is very much texture based) or Alembic output of animated meshes, imported into Fusion 3D environment and there combined with hand painted backgrounds and then output in one render.
Some landscapes were rendered in Unreal Engine, with geometry coming from Houdini via FBX or adjustable assets via Houdini Engine (the trees).
There are also lots of hand-painted backgrounds and AfterEffects work. We used pretty much everything at our disposal, if it made sense.
The turtle junkie however is all done in Houdini (including modelling).
Edited by - Feb. 28, 2016 08:45:11
Work in Progress » Junkie Turtle character
- digitallysane
- 1192 posts
- Offline
Work in Progress » Junkie Turtle character
- digitallysane
- 1192 posts
- Offline
Technical Discussion » several camera several frame range several ROPs
- digitallysane
- 1192 posts
- Offline
Set your Render Range to
Render Frame Range (Strict)
on all ROPs, then pipe them in a Merge ROP and render that.
Render Frame Range (Strict)
on all ROPs, then pipe them in a Merge ROP and render that.
Houdini Engine for Unreal » Is it possible to import an animated geometry into UE4?
- digitallysane
- 1192 posts
- Offline
Technical Discussion » What happened to the bridge SOP (Not polybridge)
- digitallysane
- 1192 posts
- Offline
It seems to be deprecated. Still exists, but not shown in the menu.
Check the “OPcustomize” file in the /houdini folder of your installation and comment the line:
opdeprecate -r “polybridge” 15.0 Sop bridge
Check the “OPcustomize” file in the /houdini folder of your installation and comment the line:
opdeprecate -r “polybridge” 15.0 Sop bridge
Technical Discussion » FBX to Unity export issues
- digitallysane
- 1192 posts
- Offline
What build are you using? There are some improvements to FBX import/export detailed in the logs.
Try it with the latest build.
Try it with the latest build.
Technical Discussion » FBX to Unity export issues
- digitallysane
- 1192 posts
- Offline
I have seen some messed up hierarchies when exporting Houdini bones to FBX, it's a reported bug (Bug ID=71041)
I'd guess the error comes up when converting Houdini bones to FBX joints.
I'd guess the error comes up when converting Houdini bones to FBX joints.
Houdini Lounge » H15 daily builds?
- digitallysane
- 1192 posts
- Offline
While I do like the way Steam works, and I do like the way Adobe Creative Cloud works (same as Steam), you do give up control with that type of approach.
However, my Creative Cloud installation has a very low degree of customization and internal development on top of it.
The complete opposite is true about Houdini. On my workstation there are at the moment builds from 12 to 15 (3 builds of 15, actually), and I want that control.
The changes between versions are too big and unpredictable.
You offer Epic Launcher as an example, but they don't update the UE versions, they install them in parallel while strongly recommending to duplicate your projects before porting them to a new engine version. So what they do is identical to Houdini, only with a bit nicer frontend.
However, my Creative Cloud installation has a very low degree of customization and internal development on top of it.
The complete opposite is true about Houdini. On my workstation there are at the moment builds from 12 to 15 (3 builds of 15, actually), and I want that control.
The changes between versions are too big and unpredictable.
You offer Epic Launcher as an example, but they don't update the UE versions, they install them in parallel while strongly recommending to duplicate your projects before porting them to a new engine version. So what they do is identical to Houdini, only with a bit nicer frontend.
Technical Discussion » Blend Shapes to Unreal Engine
- digitallysane
- 1192 posts
- Offline
I'll try with some more models and get back.
You can find some samples with animated blendshapes when installing the FBX Converter software I suggested before.
You can find some samples with animated blendshapes when installing the FBX Converter software I suggested before.
Technical Discussion » Blend Shapes to Unreal Engine
- digitallysane
- 1192 posts
- Offline
ajz3dThanks Artur.
WARNING!
The script is in a very early, relatively untested version. Therefore it might crash of fail if it meets unexpected FBX structure. I couldn't find any official documentation of FBX so I cannot prevent such things from happening. However, I can fix them. So please report any problems with the script in this thread along with error messages and traceback stacks.
DO NOT USE THE SCRIPT IN PRODUCTION! You use the script at your own risk.
I tried it and managed to have a FBX with blendshapes that imports into UE4 (at least version 4.9, 4.10 was crashing on import for some reason).
That's an amazing progress!
Am I correct in assuming that the script doesn't inject the animation for the blendshapes as well? (only the shapes themselves).
Technical Discussion » Blend Shapes to Unreal Engine
- digitallysane
- 1192 posts
- Offline
Technical Discussion » Python: pip, external packages
- digitallysane
- 1192 posts
- Offline
Technical Discussion » Blend Shapes to Unreal Engine
- digitallysane
- 1192 posts
- Offline
ajz3dJust letting you know I'm still very interested in your progress on this
Just letting you know that I'm still working on it.
Houdini Engine for Unreal » Doesn't work.
- digitallysane
- 1192 posts
- Offline
I actually prefer copying it manually.
It just needs to be properly documented (maybe a pop-up when checking Houdini Engine for UE4 in the installer).
It just needs to be properly documented (maybe a pop-up when checking Houdini Engine for UE4 in the installer).
Technical Discussion » Blend Shapes to Unreal Engine
- digitallysane
- 1192 posts
- Offline
Technical Discussion » Blend Shapes to Unreal Engine
- digitallysane
- 1192 posts
- Offline
ajz3dYou can try FBX Converter to convert between FBX versions. Only goes up to FBX 2013, but I used it's output in UE4 and it's OK.
If only I had a sample of a simple ASCII FBX 2014 scene that includes blend shapes (exported from Maya for example), I could probably create a dirty temporary workaround.
It also comes with some sample FBXes.
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 [usa.autodesk.com]
Technical Discussion » Blend Shapes to Unreal Engine
- digitallysane
- 1192 posts
- Offline
ajz3dWe are in exactly the same situation.
A silly FBX export problem that renders my asset useless because I cannot export blend shapes.
You do have to realise, however, that they have limited resources that they have to manage wisely.
Your Indie license is not that much when compared with the money they get from big studios who require features that have little to do with this type of stuff, at this moment.
I do think, however, that this is more important for the future than they might think, as it can open Houdini to the character market as much as the character features themselves would do.
-
- Quick Links