Thank you, gasanoff.
That's a pity. I'll see if I find the time to take a closer look into the importer source code.
I'll let you know if I find something…
Cheers!
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Houdini Engine for Unity » Vertex colors from Houdini to Unity
- gmc
- 6 posts
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Houdini Engine for Unity » Vertex colors from Houdini to Unity
- gmc
- 6 posts
- Offline
Hi everybody,
I am struggling with the same issue:
My vertex animations can be sent from Houdini to Unity via alembic, but I can't send the colors over.
Renaming the Cd attrib to “Color” or “rgba” did not help, either. FBX seems not to be an option, because it drops my point based animations (but keeps the colors).
I'd just like to hear if there is a already solution for this.
@gasanoff: Did you find anything appropriate?
Is there anything either on the Unity side or in Houdini that I could do to keep my point colors?
Any help on this would be greatly appreciated!
Thanks!
I am struggling with the same issue:
My vertex animations can be sent from Houdini to Unity via alembic, but I can't send the colors over.
Renaming the Cd attrib to “Color” or “rgba” did not help, either. FBX seems not to be an option, because it drops my point based animations (but keeps the colors).
I'd just like to hear if there is a already solution for this.
@gasanoff: Did you find anything appropriate?
Is there anything either on the Unity side or in Houdini that I could do to keep my point colors?
Any help on this would be greatly appreciated!
Thanks!
Edited by gmc - Jan. 16, 2019 12:23:22
Technical Discussion » HDK: changing parameter style
- gmc
- 6 posts
- Offline
Hi,
I was just wondering how I can change the style of a parameter in a custom SOP.
The only thing I found so far is en- or disabling it in updateParmsFlags() or locking the parameter manually.
What I would like to have is the possibility to set a parameter to read-only (with better readability than disabled) or changing text or border colors from code. Is this possible?
Could anybody please point me in the right direction?
Thanks!
I was just wondering how I can change the style of a parameter in a custom SOP.
The only thing I found so far is en- or disabling it in updateParmsFlags() or locking the parameter manually.
What I would like to have is the possibility to set a parameter to read-only (with better readability than disabled) or changing text or border colors from code. Is this possible?
Could anybody please point me in the right direction?
Thanks!
Technical Discussion » [HDK] Input ports on DOP nodes derived from GAS_SubSolver
- gmc
- 6 posts
- Offline
Hi everybody,
this might be an embarrasingly stupid question, but here it comes anyway:
If I create a subclass of GAS_SubSolver and load it in a DOP network, I would expect it to have just the purple SIM_Data port and not the grey SIM_Object input port. Or in other words I'd expect to get something like the built in microsolvers. To my naive understanding the SIM_Object is only needed on instances of SIM_SingleSolver. So I guess there's quite a lot that I did not yet understand.
Can anybody please explain those fundamentals to me?
Thanks for you help!
this might be an embarrasingly stupid question, but here it comes anyway:
If I create a subclass of GAS_SubSolver and load it in a DOP network, I would expect it to have just the purple SIM_Data port and not the grey SIM_Object input port. Or in other words I'd expect to get something like the built in microsolvers. To my naive understanding the SIM_Object is only needed on instances of SIM_SingleSolver. So I guess there's quite a lot that I did not yet understand.
Can anybody please explain those fundamentals to me?
Thanks for you help!
Houdini Engine for Unity » Using assets with animations in Unity
- gmc
- 6 posts
- Offline
Hi Damian,
thanks for your help. The answer to all three questions is yes. So I will wait until 15.5.545 will be available for Windows and then try again…
Thanks a lot!
thanks for your help. The answer to all three questions is yes. So I will wait until 15.5.545 will be available for Windows and then try again…
Thanks a lot!
Houdini Engine for Unity » Using assets with animations in Unity
- gmc
- 6 posts
- Offline
Hi everybody,
I hope I may ask for a little help, since I am new to Unity and could not find any documentation on this topic.
I am trying to get a HDA containing an animation into Unity, but I got stuck. Here is what I tried:
1. Create an asset with animation ONLY on object level.
2. Import the asset in Unity (object is visible with textures, too. So that's fine)
3. Press Bake animation on the Bake animations tab (does something, but I still can's see the animation)
4. Feeling lost, because I don't see, what the next steps need to be…
So could someone please explain what needs to be done to apply and trigger the animation within the game?
Any help or hint or link would be highly appreciated!
Thanks!
I hope I may ask for a little help, since I am new to Unity and could not find any documentation on this topic.
I am trying to get a HDA containing an animation into Unity, but I got stuck. Here is what I tried:
1. Create an asset with animation ONLY on object level.
2. Import the asset in Unity (object is visible with textures, too. So that's fine)
3. Press Bake animation on the Bake animations tab (does something, but I still can's see the animation)
4. Feeling lost, because I don't see, what the next steps need to be…
So could someone please explain what needs to be done to apply and trigger the animation within the game?
Any help or hint or link would be highly appreciated!
Thanks!
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