I have this weird issue where I'm editing some text, I go to use my mouse, and the Animation Editor window pops up.
The hot key for this window is bound to alt-shift-F and I'm definitely not pressing those three keys together at the time.
It happens randomly and I cannot reproduce, just now I was typing into the "Enable" field of a Switch-If node, I went to use my mouse and the window popped up.
Am I doing something weird? Maybe I'm dragging text or something, I don't think I'm pressing any keys at the time.
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Technical Discussion » Animation Editor window randomly opens when editing text
- WorksInDev
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Technical Discussion » Wrap a UV around a procedurally generated box without seams
- WorksInDev
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AizatulinThanks for this! I was able to learn from your example and get this working.
If you have different lines you can use polypath to make single polyline from it. After this, you can apply resample to create a curveu attribute, which can be use to set one uv-component. Sweep should also work.
EnivobAlso many thanks for this example. I liked your because it has the top face matching the front faces as well. I'm going to try and reverse the outward facing uv so the letters/numbers read upright, then increasing the scale of 'transform_MAKE_THIN' stretches the curves too much, so I'm going to try and extrude the inner face to increase the size of the top face. If any of that sounds way off, I'm very open to feedback and I'm happy to play with this on my own now that you two have unblocked me on that uv problem.
You could start by basing your UVs on the curve profile of the wall. Then when you sweep a shape along the line, it will inherit the UVs.
Technical Discussion » Wrap a UV around a procedurally generated box without seams
- WorksInDev
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I'm a game programmer and fairly new to setting UVs
I'm procedurally generating a building and I want to line up the UV edges on the outward facing walls
Ultimately I want it to look like this:
I'm using square corners now to simplify and will bevel in the future, and the texture tiles infinitely
How can I line up the UV?
I'm procedurally generating a building and I want to line up the UV edges on the outward facing walls
Ultimately I want it to look like this:
I'm using square corners now to simplify and will bevel in the future, and the texture tiles infinitely
How can I line up the UV?
Houdini Engine for Unity » $HIP is the root of Unity project and not the .hip location
- WorksInDev
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I ended up setting my project/$JOB in Houdini to the Unity project root to avoid any conflicts
In Houdini:
File -> Set Project -> (Choose the Unity project root)
In Houdini:
File -> Set Project -> (Choose the Unity project root)
Edited by WorksInDev - Aug. 9, 2023 13:11:03
Houdini Engine for Unity » How to log bugs and rfes for Houdini
- WorksInDev
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This post seems a bit out of date as server.sidefx.com no longer exists, the current bug report link is: https://www.sidefx.com/bugs/submit/ [www.sidefx.com]
Houdini Engine for Unity » $HIP is the root of Unity project and not the .hip location
- WorksInDev
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In a File node, I have Geometry File set to
$HIP/../EgyptKit/Door_D.fbx
This works in Houdini, it opens the file fine. But then in Unity, I get the error:
It is as if $HIP points to the directory of my FruitMarket.hiplc file in Houdini, but then $HIP points to the root of the Unity project.
My Unity structure is like this:
Am I using the right environmental variable? Is there a different way to do this?
$HIP/../EgyptKit/Door_D.fbx
This works in Houdini, it opens the file fine. But then in Unity, I get the error:
Unable to read file "C:/Users/[user]/Houdini-Unity/../EgyptKit/Door_D.fbx"
It is as if $HIP points to the directory of my FruitMarket.hiplc file in Houdini, but then $HIP points to the root of the Unity project.
My Unity structure is like this:
Assets/
HoudiniAssets/
FruitMarket.hda
FruitMarket.hiplc
EgyptKit/
Door_D.fbx
Am I using the right environmental variable? Is there a different way to do this?
Edited by WorksInDev - Aug. 3, 2023 13:40:24
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