|Houdini 15.5.694|| Generated mesh sockets can now have pre-assigned Actors (via the "unreal_mesh_socket_actor" string attribute)
Actors can now also be assigned to an asset's sockets by using "Attach To" in the context menu or by drag and dropping the actor on the asset in the world outliner panel.
Added the option to "Open in Houdini" when right-clicking on an asset in the content browser.
|Tue. December 20, 2016|
|Houdini 15.5.692||Fixed a crash in the Performance Monitor that occurred when deleting a profile and then attempting to stop recording it afterward.||Sun. December 18, 2016|
|Houdini 15.5.692||Fixed a HOM bug where running hou.Node.createDigitalAsset from the Python Shell crashed Houdini.||Sun. December 18, 2016|
|Houdini 15.5.692||Fixed a HOM bug where hou.Node.parmsInFolder() failed for simple, collapsible and radio folder types.||Sun. December 18, 2016|
|Houdini 15.5.689||Baking now updates the output of the last bake instead of creating new files each time. Renaming or moving such files will prevent them from being modified.||Thu. December 15, 2016|
|Houdini 15.5.689||Added the option to "Rebuild All Instances" of an asset in the content browser context menu. It will reimport and rebuild all instances in the scene of the selected assets.||Thu. December 15, 2016|
|Houdini 15.5.689||Fixed HOM to allow *AsString functions (like hou.Geometry.pointFloatAttribValuesAsString) to return binary representation that is larger than 2GB.||Thu. December 15, 2016|
|Houdini 15.5.688|| Added support for mesh sockets:
These can be created by adding points to a group starting with the "socket" prefix.
The sockets rotation and scale can then be defined using "rot" and "scale" attributes. The rotation can also be deduced from the normal ("N") attribute if the socket points do not have rotations attributes.
Their name can be defined using the "unreal_mesh_socket_name" attribute.
|Wed. December 14, 2016|
|Houdini 15.5.688||The Alembic Xform Object now has a parameter to fetch an object's world transform instead of its local transform.||Wed. December 14, 2016|
|Houdini 15.5.688||Fix crash when using a bone path in the Capture SOPs for the extra regions and then using a path to a CaptureRegion SOP.||Wed. December 14, 2016|
|Houdini 15.5.688||Optimized the Alembic SOP when loading geometry as bounding boxes.||Wed. December 14, 2016|
|Houdini 15.5.688||Added support for baking instanced overrides to a Blueprint. Handles audio, particle systems, Blueprint actors and native actors.||Wed. December 14, 2016|
|Houdini 15.5.688||Fix for unlocked asset inside the SBD Constraint.||Wed. December 14, 2016|
|Houdini 15.5.688||Fix bug where hicon: paths in the Type Properties dialog would not generate an embedded IconSVG section in the HDA.||Wed. December 14, 2016|
|Houdini 15.5.688||Fixed an issue in the crowd solver where the Max Turn Rate control affected changes in orientation from the locomotion channel, instead of just changes caused by e.g. external forces.||Wed. December 14, 2016|
|Houdini 15.5.686|| Added support for UE's "Simplified" collisions:
In the same way that the UCX colliders are handled, simplified collision mesh can now be baked in a static mesh's body setup instead of using a separate mesh component.
This can be achieved by using the rendered_collision_geo_simple and collision_geo_simple groups.
The type of the desired collider can then be appended to the group name to specify its type: box, capsule, sphere, kdop10X, kdop10Y, kdop10Z, kdop18 or kdop26
|Mon. December 12, 2016|
|Houdini 15.5.683|| Added support for UCX collisions in the Unreal plug-in.
Collision meshes can now be cooked in a static mesh's BodySetup as convex hulls instead of requiring a separate mesh component. This is the recommended workflow and is used by the FBX importer as UCX/UBX.
This can be achieved by using the rendered_collision_geo_ucx or collision_geo_ucx groups.
Boxes and spheres primitives are also treated as ConvexElements as this the recommended behavior by UE.
|Fri. December 9, 2016|
|Houdini 15.5.683||Channel names for deep images are no longer sanitized. This makes deep image channels behave the same way as flat images (see the journal entry for Aug 10, 2016 - Houdini version 15.5.565).||Fri. December 9, 2016|
|Houdini 15.5.683||Added support for Houdini Bounder/bound handles, which appears as a box gizmo in unreal.||Fri. December 9, 2016|
|Houdini 15.5.681||Added a menu option to "Open Scene in Houdini" that saves the current scene as a .hip file in the temp directory and opens it in Houdini.||Wed. December 7, 2016|
|Houdini 15.5.680||Fixed a viewport instancing crash.||Tue. December 6, 2016|
|Houdini 15.5.679||Fixed a bug in the Agent Layer SOP where the value of the Name Attribute parameter was ignored.||Mon. December 5, 2016|
|Houdini 15.5.679||Fixing an error that could potentially occur When installing Orbolt assets and launching them in an existing session when using an http proxy.||Mon. December 5, 2016|
|Houdini 15.5.676||Fixed a UI layout problem that would cause scrolling multiparm blocks with contents not big enough to require a scroll bar and nested inside folders to continuous flicker between a layout with a scroll bar and one without by making the scroll bar always visible.||Fri. December 2, 2016|
|Houdin 15.5.675|| FBX export now supports Blend Shapes nodes.
Added an option to force Blend Shape export:
Added an option to force Skin Deform export:
|Thu. December 1, 2016|