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Technical Discussion » Filtering points by name attribute
- JoseBringas93
- 8 posts
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Technical Discussion » Filtering points by name attribute
- JoseBringas93
- 8 posts
- Offline
hi everyone,
How can I group a selection of points/joints using VEX in this case? Let's say I only want to group all points named "spine". I believe I will have to set a specific if statement to my name attribs to achieve it but I'm not sure how to proceed with it.
I'm aware there are many ways to group specific points (group node, delete joints SOP) but I just want to try it out using vex cause then I think I can have further control on my selection type for future cases while keeping it procedural not only for one, but many more skels. Thanks everyone!
PD: do you guys recco any source to start digging into modifying/creating VEX groups by attributes?
How can I group a selection of points/joints using VEX in this case? Let's say I only want to group all points named "spine". I believe I will have to set a specific if statement to my name attribs to achieve it but I'm not sure how to proceed with it.
I'm aware there are many ways to group specific points (group node, delete joints SOP) but I just want to try it out using vex cause then I think I can have further control on my selection type for future cases while keeping it procedural not only for one, but many more skels. Thanks everyone!
PD: do you guys recco any source to start digging into modifying/creating VEX groups by attributes?
Houdini Engine for Unreal » Houdini API in blueprints issue
- JoseBringas93
- 8 posts
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Hi there. I'm noticing that with HE2, I can't automatically refine proxy for my HDA using the same script I had with the preivous version of HE. Not sure what's causing it but my HDA temp mesh recooks everytime but doesn't refine proxy. Any hints? With OnProperty function, I should be able to automatically update input, float parameters coming from HDA but this is not the case.
Im adding the button that supposly has to refine my HDA. I use it in a function called OnPropertyChanged, that in theory, should update as soon as there's any change.
Im adding the button that supposly has to refine my HDA. I use it in a function called OnPropertyChanged, that in theory, should update as soon as there's any change.
Edited by JoseBringas93 - Dec. 12, 2023 15:09:54
Houdini Engine for Unreal » Bake static mesh from instantiated HDA in Blueprint Utility
- JoseBringas93
- 8 posts
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Hey Man, I've been following your thread here and in the discord chan, you guys are amazing. I was having issues but thanks to u and Seb, I got it to work it out on my own setup. QUESTION for anybody. Is there a way to access my HDA StaticMesh output after the bake?
I plan to take that generated Static Mesh for further tweaks inside the engine but I cant find info on the official documentation on how to access to it once baked. My guess is that maybe there's a node for that and I have to attach it whether to my Post Auto Bake or Completed Delegates
thanks!
Jose
I plan to take that generated Static Mesh for further tweaks inside the engine but I cant find info on the official documentation on how to access to it once baked. My guess is that maybe there's a node for that and I have to attach it whether to my Post Auto Bake or Completed Delegates
thanks!
Jose
Edited by JoseBringas93 - Oct. 23, 2023 17:10:25
Houdini Engine for Unreal » Cooking an existing asset from Editor utilities actor
- JoseBringas93
- 8 posts
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Houdini Engine for Unreal » Menu parameter not working inside UE
- JoseBringas93
- 8 posts
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Houdini Engine for Unreal » How do I set a HDA mesh to have no collision in ue4?
- JoseBringas93
- 8 posts
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Houdini Engine for Unreal » Change Collider type in Houdini for HDA
- JoseBringas93
- 8 posts
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Hi there,
I'm setting custom collision from LODs for my mesh. By default, Houdini Engine will set the collision type as Complex Collision which works fine inside the engine. Now, I wanted to somehow flip my collision type from Complex to Convex Hull, so it will appear as simple collision inside the engine (I know I can do it manually in UE but I want to keep things procedurally).
thank you
I'm setting custom collision from LODs for my mesh. By default, Houdini Engine will set the collision type as Complex Collision which works fine inside the engine. Now, I wanted to somehow flip my collision type from Complex to Convex Hull, so it will appear as simple collision inside the engine (I know I can do it manually in UE but I want to keep things procedurally).
thank you
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