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PDG/TOPs » How to get PDG cook callback in Unity?
- VBesson
- 7 posts
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Technical Discussion » ZeroMQ (ZMQ) Client in Houdini ?
- VBesson
- 7 posts
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Hello Everyone !
I've been trying to create a data transmission tunnel (or a live link, even better) between houdini and Unity, which is C#.
I have very little knowledge in this for now. I've been advised to use ZeroMQ for this inter-language case. I know rpyc is easily supported by Houdini but I did not dig that way yet.
Anyway, atm I get this error with Houdini 19.0.589
error :
I tried from python sop and from houdinicore.py.
Is there a valid way to import zmq in houdini ?
I've been trying to create a data transmission tunnel (or a live link, even better) between houdini and Unity, which is C#.
I have very little knowledge in this for now. I've been advised to use ZeroMQ for this inter-language case. I know rpyc is easily supported by Houdini but I did not dig that way yet.
Anyway, atm I get this error with Houdini 19.0.589
import zmq
File "<stdin>", line 10, in <module>
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.589\python37\lib\site-packages-forced\shiboken2\files.dir\shibokensupport\__feature__.py", line 142, in _import
return original_import(name, *args, **kwargs)
File "C:/Users/valen/AppData/Local/Programs/Python/Python37-32/Lib/site-packages\zmq\__init__.py", line 19, in <module>
_delvewheel_init_patch_0_0_12()
File "C:/Users/valen/AppData/Local/Programs/Python/Python37-32/Lib/site-packages\zmq\__init__.py", line 16, in _delvewheel_init_patch_0_0_12
WinDLL(os.path.join(libs_dir, lib))
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.589\python37\lib\ctypes\__init__.py", line 364, in __init__
self._handle = _dlopen(self._name, mode)
OSError: %1 is not valid application
I tried from python sop and from houdinicore.py.
Is there a valid way to import zmq in houdini ?
Technical Discussion » Non-blocking displayMessage() popup ?
- VBesson
- 7 posts
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Hello everyone !
Is there a way to show a popup that does not block houdini processes ?
context : My houdinicore.py displays a popup (api: hou.ui.displayMessage() ) when houdini starts. But it freezes houdini startup until user closes the popup, which is bad UX.
I'd rather have houdini continue starting, and the user can close the popup whenever it prefers.
thank you very much !
Valentin Besson
Is there a way to show a popup that does not block houdini processes ?
context : My houdinicore.py displays a popup (api: hou.ui.displayMessage() ) when houdini starts. But it freezes houdini startup until user closes the popup, which is bad UX.
I'd rather have houdini continue starting, and the user can close the popup whenever it prefers.
thank you very much !
Valentin Besson
Houdini Engine for Unity » Unity prefab instancing
- VBesson
- 7 posts
- Offline
Hello everyone,
I'm trying to use an .hda to send transforms to unity on which prefabs would be duplicated in Unity (with components & scripts attached, just ).
I tried to refer to the attribute instancer section of this page : https://www.sidefx.com/docs/unity/_instancing.html [www.sidefx.com]
But this section is not very verbose and sadly, I can't get it to work.
I attached a simple .hda I made for a test, and I can't get what's missing in there.
As is, the .hda outputs nothing in Unity, not even the “empty mesh” error. If we remove the instance sop node, the .hda outputs the grid as a mesh.
Thank you very much for any help you could provide me.
I'm trying to use an .hda to send transforms to unity on which prefabs would be duplicated in Unity (with components & scripts attached, just ).
I tried to refer to the attribute instancer section of this page : https://www.sidefx.com/docs/unity/_instancing.html [www.sidefx.com]
But this section is not very verbose and sadly, I can't get it to work.
I attached a simple .hda I made for a test, and I can't get what's missing in there.
As is, the .hda outputs nothing in Unity, not even the “empty mesh” error. If we remove the instance sop node, the .hda outputs the grid as a mesh.
Thank you very much for any help you could provide me.
Edited by VBesson - April 1, 2019 14:40:47
Houdini Engine for Unity » Parse Error when using Curve
- VBesson
- 7 posts
- Offline
Hi Guys
I'd like to bring up this error on the HEngine forum : https://forum.unity.com/threads/houdini-engine-issues-with-curves-in-unity.636139/ [forum.unity.com]
I managed to fix it by forcing the environment culture in HEU_Curve.cs (as seen below)
I'd like to bring up this error on the HEngine forum : https://forum.unity.com/threads/houdini-engine-issues-with-curves-in-unity.636139/ [forum.unity.com]
I managed to fix it by forcing the environment culture in HEU_Curve.cs (as seen below)
Houdini Engine for Unity » ramp parameter generates error in Unity
- VBesson
- 7 posts
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Hi Guys !
I have a benign error in Unity with a .hda.
There are some ramp parameters in a sub folder. These errors are thrown each time I select the hda instance until I open the sub folder containing the ramps. Once these ramps showed up once, the instance stops throwing these errors.
Have a nice day!
I have a benign error in Unity with a .hda.
There are some ramp parameters in a sub folder. These errors are thrown each time I select the hda instance until I open the sub folder containing the ramps. Once these ramps showed up once, the instance stops throwing these errors.
Have a nice day!
Edited by VBesson - March 8, 2019 05:42:06
Houdini Engine for Unity » Access Input's transform Offset from Unity.
- VBesson
- 7 posts
- Offline
Hi guys!
From Unity, I'm trying to access a HEU_inputNode's objects' transform Offset. However, they seems to be private inside of HEU_InputNode.
I'm doing this as I'm using a dump to transfert matrices along with many custom attributes from Houdini to Unity, but I still want to use the transform Offset feature from the component UI.
I may be able to access them via HEU_InputNode._uiCache, but this seems hackish and unstable.
Is there a way to do it that I didn't spot ?
From Unity, I'm trying to access a HEU_inputNode's objects' transform Offset. However, they seems to be private inside of HEU_InputNode.
I'm doing this as I'm using a dump to transfert matrices along with many custom attributes from Houdini to Unity, but I still want to use the transform Offset feature from the component UI.
I may be able to access them via HEU_InputNode._uiCache, but this seems hackish and unstable.
Is there a way to do it that I didn't spot ?
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