After some digging into this I believe I've isolated the issue to HEU_InputUtility::UploadInputObjectTransform.
HEU_HAPIUtility.GetHAPITransformFromMatrix returns an absolute scale irrelevant of the input matrix.
Found 3 posts.
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Houdini Engine for Unity » Unity Negative Transform Scaling
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- Myles Lambert
- 3 posts
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Houdini Engine for Unity » Unity Negative Transform Scaling
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- Myles Lambert
- 3 posts
- Offline
Hello!
I'm using Houdini in Unity to export out a bunch of collision meshes and generate a clean mesh smoothed mesh from them. This is working well other than when one of those collision meshes has inverse scaling on their transforms. It appears this comes into Houdini incorrectly scaled.
Is this a known issue?
I'm using Houdini in Unity to export out a bunch of collision meshes and generate a clean mesh smoothed mesh from them. This is working well other than when one of those collision meshes has inverse scaling on their transforms. It appears this comes into Houdini incorrectly scaled.
Is this a known issue?
Edited by Myles Lambert - April 28, 2022 18:39:49
Houdini Engine for Unity » Cook Asset without GameObject/ MonoBehaviour
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- Myles Lambert
- 3 posts
- Offline
Hello!
Currently to cook an asset 'once off' I create a temporary gameobject with a HEU_HoudiniAssetRoot/ HEU_HoudiniAsset, get the data I need (just a mesh in this case) and then destroy the gameobject.
Ideally I'd like to be able to cook an asset without creating this intermediate GameObject.
Is this feasible with the current api?
Thanks,
Myles
Currently to cook an asset 'once off' I create a temporary gameobject with a HEU_HoudiniAssetRoot/ HEU_HoudiniAsset, get the data I need (just a mesh in this case) and then destroy the gameobject.
Ideally I'd like to be able to cook an asset without creating this intermediate GameObject.
Is this feasible with the current api?
Thanks,
Myles
Edited by Myles Lambert - Jan. 18, 2022 00:55:58
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