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Houdini Indie and Apprentice » Export mesh in FBX format with custom pivot position
- Lune Sparkle
- 40 posts
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put your object inside the geometry node where you want the pivot to be (pivot is at 0,0,0 always it seems) then move the external geometry node position, that should work.
Houdini Indie and Apprentice » RBD Simulation
- Lune Sparkle
- 40 posts
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maybe not the best answer but you could make each link as individual geometry and do the entire simulation with separated objects.
Houdini Engine for Unity » Tutorial request for attaching scripts automatically on unit
- Lune Sparkle
- 40 posts
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Houdini Engine for Unity » Instance node not working in Houdini 15.416?
- Lune Sparkle
- 40 posts
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just recently upgraded to houdini 15.416 and when i tried to follow this tutorial from GameTutor
http://www.gametutor.com/live/tutorials/houdini-unity/getting-cozy-with-the-houdini-engine/ [gametutor.com] (7),
the instance node is working on houdini but it is not allowing me to select custom game objects in houdini.
any idea of what changed or what am i doind wrong?
thanks!
http://www.gametutor.com/live/tutorials/houdini-unity/getting-cozy-with-the-houdini-engine/ [gametutor.com] (7),
the instance node is working on houdini but it is not allowing me to select custom game objects in houdini.
any idea of what changed or what am i doind wrong?
thanks!
Houdini Engine for Unity » copying geometry vs instancing
- Lune Sparkle
- 40 posts
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Hello Houdini engine pals.
basically i have this question, if i make copies inside my digital assets and put them all in one group i am going to get a single model shaped with all the copies i did inside houdini, which makes one single model every time i make a copy (lets say a bridge, i get one model per HDA), doing this can lead to huge scene files, so i was thinking the following:
what if instead of making copies and put them in the same model, maybe i can put some pieces inside unity and make instances, maybe this reduces the overall scene size (of course you will end with a lot more gameobjects, but, unity can handle them if checked as static).
the question is, does this second method works?
thanks!
basically i have this question, if i make copies inside my digital assets and put them all in one group i am going to get a single model shaped with all the copies i did inside houdini, which makes one single model every time i make a copy (lets say a bridge, i get one model per HDA), doing this can lead to huge scene files, so i was thinking the following:
what if instead of making copies and put them in the same model, maybe i can put some pieces inside unity and make instances, maybe this reduces the overall scene size (of course you will end with a lot more gameobjects, but, unity can handle them if checked as static).
the question is, does this second method works?
thanks!
Houdini Engine for Unity » Rebuild process question.
- Lune Sparkle
- 40 posts
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Hello,
I have a question about the rebuild process, when you click rebuild, all the entire gameobject hierarchy is deleted and created again? or only the child objects?
since im doing custom scripts that continue configuring the objects generated in houdini (i want to share this one in the forum btw) i would like to know how the rebuild process works inside unity, not very detailed of course but maybe the basics of the process.
thanks!
I have a question about the rebuild process, when you click rebuild, all the entire gameobject hierarchy is deleted and created again? or only the child objects?
since im doing custom scripts that continue configuring the objects generated in houdini (i want to share this one in the forum btw) i would like to know how the rebuild process works inside unity, not very detailed of course but maybe the basics of the process.
thanks!
Houdini Engine for Unity » [Feature request] Rebuild all
- Lune Sparkle
- 40 posts
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hello damian,
that would be amazing!, however in counter part, when i open a scene i have to rebuild the lightmap for all the houdini assets, i think those 2 are the only “issues” i have for now, so what i do is, i turn off cooking before opening a new scene or before entering play mode, this is, to do not destroy the lightmaps
that would be amazing!, however in counter part, when i open a scene i have to rebuild the lightmap for all the houdini assets, i think those 2 are the only “issues” i have for now, so what i do is, i turn off cooking before opening a new scene or before entering play mode, this is, to do not destroy the lightmaps
Houdini Engine for Unity » [Feature request] Rebuild all
- Lune Sparkle
- 40 posts
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Hello!
I have been using houdini engine heavily for level design and if i could make a request to improve the workflow it would be a “Rebuild All” button that gathers all the houdini digital assets in the scene and rebuilds them, this would be useful for large scenes where you made a change to a single asset that is duplicated different times.
i can spend 5 minutes every time i need to update a whole scene that has a single modified digital asset.
thanks!
I have been using houdini engine heavily for level design and if i could make a request to improve the workflow it would be a “Rebuild All” button that gathers all the houdini digital assets in the scene and rebuilds them, this would be useful for large scenes where you made a change to a single asset that is duplicated different times.
i can spend 5 minutes every time i need to update a whole scene that has a single modified digital asset.
thanks!
Houdini Engine for Unity » DragonMaze, game in development with houdini engine
- Lune Sparkle
- 40 posts
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the game has been authorized for PS4 development, houdini engine is a main tool used here.
Houdini Engine for Unity » Does the simulation work in Unity3D Build mode ?
- Lune Sparkle
- 40 posts
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I am not sure but, maybe the best approach would be to “bake” the simulation into an animation and only make a few things interact with the player and not every piece of the shattered object
or
shatter the objects in houdini and use unity physics…
or
shatter the objects in houdini and use unity physics…
Houdini Engine for Unity » [request] how to access houdini parameters with scripts?
- Lune Sparkle
- 40 posts
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Hello!.
im working in some assets that spawn and configure unity prefabs, however, i would like to attach an script on houdini that auto assigns the prefab to the instance inside houdini using Resources.Load(), my question would be
-how can i access exposed parameters of a digital asset with code in unity?, lets say a float or an integrer
-is the same process to assign a game object to an instance node?
-how can i create a digital asset with code? (i want to create a custom editor so i dont have to search all the time in the project folders)
everything is inside unity.
thanks!
im working in some assets that spawn and configure unity prefabs, however, i would like to attach an script on houdini that auto assigns the prefab to the instance inside houdini using Resources.Load(), my question would be
-how can i access exposed parameters of a digital asset with code in unity?, lets say a float or an integrer
-is the same process to assign a game object to an instance node?
-how can i create a digital asset with code? (i want to create a custom editor so i dont have to search all the time in the project folders)
everything is inside unity.
thanks!
Technical Discussion » Best way to model cracks/custom borders
- Lune Sparkle
- 40 posts
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hello! im kinda new to houdini and i have been trying to figure out a way to model low poly cracks or custom borders for games, im completely lost in the subject.
this would be a sample, look at the top and bottom wood.
http://i3.ytimg.com/vi/zIII8jE4oqc/hqdefault.jpg [i3.ytimg.com]
or this border
http://www.hookedgamers.com/images/1814/donkey_kong_country_returns/screenshot_wii_donkey_kong_country_returns046.jpg [hookedgamers.com]
i have “half” of the way there, i create a curve and extrue it to make the basic shape, but i dont know how to add those final details, any advice on what subjects should i search or research about or tips to achieve this result?
thanks!
this would be a sample, look at the top and bottom wood.
http://i3.ytimg.com/vi/zIII8jE4oqc/hqdefault.jpg [i3.ytimg.com]
or this border
http://www.hookedgamers.com/images/1814/donkey_kong_country_returns/screenshot_wii_donkey_kong_country_returns046.jpg [hookedgamers.com]
i have “half” of the way there, i create a curve and extrue it to make the basic shape, but i dont know how to add those final details, any advice on what subjects should i search or research about or tips to achieve this result?
thanks!
Houdini Engine for Unity » HOUDINI ENGINE COMPLAINING DLL NOT FOUND INSIDE OF UNITY 4
- Lune Sparkle
- 40 posts
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Houdini Engine for Unity » DragonMaze, game in development with houdini engine
- Lune Sparkle
- 40 posts
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thank you Damian, i just want to share what i have been learning too, basically 80% of the enviroment is houdini, all the platforms, islands, backgrounds, i will post soon a behind the scenes video of the use of houdini engine.
Houdini Engine for Unity » DragonMaze, game in development with houdini engine
- Lune Sparkle
- 40 posts
- Offline
hello everyone!
today i want to share the work we are doing at www.felinearts.net by showing what we are being able to create with houdini engine, game is still a work in progress but houdini engine has allowed us to speed up the development process.
i want to thank Damian and sidefx support for answering the questions i have with their tools.
https://www.youtube.com/watch?v=Snjzm-Ndl28 [youtube.com], if it is allowed i will be posting more updates on this forum, also hope im not violating any rule with this post.
thanks!
today i want to share the work we are doing at www.felinearts.net by showing what we are being able to create with houdini engine, game is still a work in progress but houdini engine has allowed us to speed up the development process.
i want to thank Damian and sidefx support for answering the questions i have with their tools.
https://www.youtube.com/watch?v=Snjzm-Ndl28 [youtube.com], if it is allowed i will be posting more updates on this forum, also hope im not violating any rule with this post.
thanks!
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- Lune Sparkle
- 40 posts
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i think houdini exports vertex color with no problem, however in unity you need a shader that can read vertex color, the default shaders does not paint it.
http://answers.unity3d.com/questions/189584/how-to-get-vertex-color-in-a-cg-shader.html [answers.unity3d.com]
http://answers.unity3d.com/questions/189584/how-to-get-vertex-color-in-a-cg-shader.html [answers.unity3d.com]
Houdini Engine for Unity » Unity curve freehand?
- Lune Sparkle
- 40 posts
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i dont think it is possible yet, however, you can place more points by selecting the curve and clicking on it while holding shift (shift + LMB)
Houdini Engine for Unity » cant expose Paint and Edit SOP
- Lune Sparkle
- 40 posts
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Thank you again damian! the asset works great and now i was able to expose the edit SOP, im sure i tried this before but it didnt worked before.
i will try to upload a video soon to show what have i been doing with houdini engine.
i will try to upload a video soon to show what have i been doing with houdini engine.
Houdini Engine for Unity » cant expose Paint and Edit SOP
- Lune Sparkle
- 40 posts
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Hello!
i have been trying this for weeks maybe and i still have not found the way to expose an EDIT or PAINT SOP, the way im doing it is the next one:
i create the Edit sop and then in the digital asset i expose it as an editable node, the same for the paint sop.
im using houdini engine .335, i know i have asked for this like 3 times, but if it is possble i would like to request a step by step guide (as simple as possible) of how to expose and work with this SOPs on unity
thanks!
i have been trying this for weeks maybe and i still have not found the way to expose an EDIT or PAINT SOP, the way im doing it is the next one:
i create the Edit sop and then in the digital asset i expose it as an editable node, the same for the paint sop.
im using houdini engine .335, i know i have asked for this like 3 times, but if it is possble i would like to request a step by step guide (as simple as possible) of how to expose and work with this SOPs on unity
thanks!
Houdini Engine for Unity » Updating HoudiniEngine versions in Unity
- Lune Sparkle
- 40 posts
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i tried to follow this and obviously i failed at one step… new assets are created fine with no problem but old ones D=, also duplicating assets is now stable!! i will throw a party today for that! everyone is invited.
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