Hi,
and what about using a for-each connected piece instead of assemble SOP, you'll be able to export each piece no ?
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Houdini Indie and Apprentice » Export fracture to independent pieces
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Houdini Indie and Apprentice » instancing & orientation
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To test, I start from a box, extract one prim, use a copy to point & create points by VEX.
Something should be wrong or missing when I create those points because when I use them as the input of copy to point I don't have the same result.
I'm pretty sure that it's not so complex to keep all information from the curve's points and keep them up to date after transforms on Unity?
Something should be wrong or missing when I create those points because when I use them as the input of copy to point I don't have the same result.
I'm pretty sure that it's not so complex to keep all information from the curve's points and keep them up to date after transforms on Unity?
Edited by innocent - Dec. 18, 2020 04:54:19
Houdini Indie and Apprentice » instancing & orientation
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Hello
I want to populate a curve with instanced meshes. Simple with orientation along curve & copy to point.
I keep only points of my curve. N, up & orient attributes are on points.
Inside unity, I edit my curve, I can move & rotate it, no issue. But when I replace points using unity_intance, if I rotate my curve instance lost or not update N or orient.
Can you tell me what I miss, or if I make mistake somewhere?
I want to populate a curve with instanced meshes. Simple with orientation along curve & copy to point.
I keep only points of my curve. N, up & orient attributes are on points.
Inside unity, I edit my curve, I can move & rotate it, no issue. But when I replace points using unity_intance, if I rotate my curve instance lost or not update N or orient.
Can you tell me what I miss, or if I make mistake somewhere?
Edited by innocent - Dec. 17, 2020 03:42:26
Houdini Indie and Apprentice » Points to Unity Instance
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hello all
I have a question about unity instance. I have a very basic case, on each named point I want to replace them with a prefab inside Unity. So I'm using value replace to do it. In Unity, it works on the hierarchy hda, I've output_instance. but when I press rebuild unity create also outside the hda, all my prefabs. I miss something?
I have a question about unity instance. I have a very basic case, on each named point I want to replace them with a prefab inside Unity. So I'm using value replace to do it. In Unity, it works on the hierarchy hda, I've output_instance. but when I press rebuild unity create also outside the hda, all my prefabs. I miss something?
Edited by innocent - Dec. 4, 2020 04:57:28
Houdini Engine for Unity » Rebuilt Event
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Hello,
In our game, we want to use ECS on Unity. So I need to convert my meshes from my HDA as Entity.
Is it possible to fill the ‘rebuilt event’ directly from the HDA? Or is there a way to attach a .cs script directly on the root of the HDA?
Currently, I can only attach a script to the result of the hda, not the root itself, with the attribute “unity_script”.
Or maybe with a button, is it possible to attach this script from a python module?
Thanks in advance for your help.
In our game, we want to use ECS on Unity. So I need to convert my meshes from my HDA as Entity.
Is it possible to fill the ‘rebuilt event’ directly from the HDA? Or is there a way to attach a .cs script directly on the root of the HDA?
Currently, I can only attach a script to the result of the hda, not the root itself, with the attribute “unity_script”.
Or maybe with a button, is it possible to attach this script from a python module?
Thanks in advance for your help.
Houdini Indie and Apprentice » Accessing Unity information from string attribute
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Does someone can explain to me how to use
Inside my hda, I'm using an Operator Path to ‘load’ a mesh from Unity.
With the new sync Houdini feature, I can see my mesh from Unity and show the primitive attribute name inside Houdini.
Inside the hda, right after the object merge I have an att. wrangle on prim
I guess Houdini fill it when I'm on Unity, if it's the correct way to use it.
I need to find a way to access the content of this string value-filled when Unity is loaded from a python script.
The goal is to use this value as name for my exported json file.
I guess to be able to target on python directly the att. wrangle node, but how to access the string value ‘inside’ ?
thanks for your help.
unity_input_mesh_name
With the new sync Houdini feature, I can see my mesh from Unity and show the primitive attribute name inside Houdini.
Inside the hda, right after the object merge I have an att. wrangle on prim
s@unity_input_mesh_name;
I need to find a way to access the content of this string value-filled when Unity is loaded from a python script.
The goal is to use this value as name for my exported json file.
I guess to be able to target on python directly the att. wrangle node, but how to access the string value ‘inside’ ?
thanks for your help.
Houdini Engine for Unity » unity_input_mesh_name
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With the new sync Houdini feature, I can see my mesh from unity and show the primitive attribute name inside Houdini.
Inside the hda, I have an att. wrangle on primafter the object merge. I guess Houdini fill it when I'm on Unity.
but I don't know how to access it on my python script.
Inside the hda, I have an att. wrangle on prim
s@unity_input_mesh_name
but I don't know how to access it on my python script.
Houdini Engine for Unity » unity_input_mesh_name
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Does someone can explain to me how to use
Inside my hda, I'm using an Operator Path to ‘load’ a mesh from Unity. I need to find a way to access his name from a python script.
Thanks for your help.
unity_input_mesh_name
Thanks for your help.
Houdini Indie and Apprentice » Houdini & Unity different behavior
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I have a strange result between Houdini & Unity…
My mesh is made by 3 pieces, the centerpiece is path deformed with the new path deform SOP along a carved curve, other pieces are placed at the first & last point of the carved curve, all pieces are fused.
On Houdini, the result seems to be fine but my mesh is ‘destroyed’ on Unity.
Do you have any idea, please?
My mesh is made by 3 pieces, the centerpiece is path deformed with the new path deform SOP along a carved curve, other pieces are placed at the first & last point of the carved curve, all pieces are fused.
On Houdini, the result seems to be fine but my mesh is ‘destroyed’ on Unity.
Do you have any idea, please?
Houdini Indie and Apprentice » Python & Unity Scene
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Hello
Is there a way to access on python script, the current unity scene name?
I'm using
to give a path for my json export.
But I need to match the export name file with the current unity scene.
Thanks in advance for your help.
Is there a way to access on python script, the current unity scene name?
I'm using
filepath = hou.pwd().evalParm("output_dir")
But I need to match the export name file with the current unity scene.
Thanks in advance for your help.
Technical Discussion » Python / Multiparm & Json
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I've made a simple test case for multiparm folder.
I try using your code but I'm maybe wrong with the parameters I give. It doesn't compile.
I do not know if it's inside the python
here :
node = hou.node(“/../geo1/subnet1/output0”)
parms = getAllParmsInFolder(node, “Amount”)
or
when I call it on my button
I try using your code but I'm maybe wrong with the parameters I give. It doesn't compile.
I do not know if it's inside the python
here :
node = hou.node(“/../geo1/subnet1/output0”)
parms = getAllParmsInFolder(node, “Amount”)
or
when I call it on my button
Edited by innocent - June 23, 2020 09:43:52
Houdini Indie and Apprentice » detail att wrangle / att create
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Houdini Indie and Apprentice » detail att wrangle / att create
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it's scary, I open your scene Tamte, it works fine. To be sure to do not make mistakes, I create a new scene and copy/paste ur line and it's not working on my scene.
Houdini Indie and Apprentice » detail att wrangle / att create
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Ok thanks, Jsmack.
I've made a very simple test case, all “expression” seems to be false for the default channel parameter.
What is the secret to use detail as value here?
I've made a very simple test case, all “expression” seems to be false for the default channel parameter.
What is the secret to use detail as value here?
Houdini Indie and Apprentice » detail att wrangle / att create
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if I follow this :
In the expression language, there are two named functions to get detail attributes, `detail` and `details`. The first returns a float and takes an index into the attribute (so you can get components of a vector). The second returns a string and has no index.
-> to get string
Thus, there are some changes needed
1) A terminating backtick.
2) Use details, not detail.
3) Remove the 0 parameter
`details(“../set_dissolve_string”, “edge_string”)`
so to have a float, should be :
`detail(“../Area1”, “end”,0)`
it's not working on channel parameter (hda)
In the expression language, there are two named functions to get detail attributes, `detail` and `details`. The first returns a float and takes an index into the attribute (so you can get components of a vector). The second returns a string and has no index.
-> to get string
Thus, there are some changes needed
1) A terminating backtick.
2) Use details, not detail.
3) Remove the 0 parameter
`details(“../set_dissolve_string”, “edge_string”)`
so to have a float, should be :
`detail(“../Area1”, “end”,0)`
it's not working on channel parameter (hda)
Houdini Indie and Apprentice » detail att wrangle / att create
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Ok thanks, Tamte.
so why they don't give the value on “default” channel parameter for a float
detail(“../Area1”, “end”, 0)
detail(“op:../Area1/”,“end”)
always the same result : 0 means fail I guess
so why they don't give the value on “default” channel parameter for a float
detail(“../Area1”, “end”, 0)
detail(“op:../Area1/”,“end”)
always the same result : 0 means fail I guess
Houdini Indie and Apprentice » detail att wrangle / att create
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Hello
I do not understand why in att wrangle on details @myend = detail(“op:../Area1/”,“end”); works
and on attr create I can't use as value detail(“op:../Area1/”,“end”) to create a new attribute with it.
If someone can explain, please.
thanks
I do not understand why in att wrangle on details @myend = detail(“op:../Area1/”,“end”); works
and on attr create I can't use as value detail(“op:../Area1/”,“end”) to create a new attribute with it.
If someone can explain, please.
thanks
Edited by innocent - June 22, 2020 11:10:18
Houdini Indie and Apprentice » Detail attribute 'stored' on for each loop
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I'm sorry to bother you with my problems but I feel lost.
here are my steps
capture points : group create -> 2 `npoints(0)-2`
create uv :
aw ->
int maxpoint = 3;
if (@ptnum < maxpoint || @ptnum > (@numpt-1) - maxpoint)
{
@start = @uv.y *100;
}
promote point to prim
capture my values:
aw ->
float mystart = prim(“op:../promoteStart”, “start”, 0);
float myend = prim(“op:../promoteStart”, “start”, nprimitives(0)-2);
I've attached my scene
my values are good and react on the console, but only for the current mesh.
I use the same prim function on ‘default value’ on a float on my multiparm on hda, but same as previously: result 0 :/
here are my steps
capture points : group create -> 2 `npoints(0)-2`
create uv :
aw ->
int maxpoint = 3;
if (@ptnum < maxpoint || @ptnum > (@numpt-1) - maxpoint)
{
@start = @uv.y *100;
}
promote point to prim
capture my values:
aw ->
float mystart = prim(“op:../promoteStart”, “start”, 0);
float myend = prim(“op:../promoteStart”, “start”, nprimitives(0)-2);
I've attached my scene
my values are good and react on the console, but only for the current mesh.
I use the same prim function on ‘default value’ on a float on my multiparm on hda, but same as previously: result 0 :/
Edited by innocent - June 19, 2020 10:51:33
Houdini Indie and Apprentice » Detail attribute 'stored' on for each loop
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seems prim(“/obj/geo1/subnet1/Area”,`nprims(“0”)-2`,“end”, 0) is not updated.
If nprims change, it's not updated on the multiparm target hda
using those gives the same result 0, but on output console it's fine
prim(“/obj/geo1/subnet1/Area”,nprimitives(0)-2,“end”, 0)
or
prim(“/obj/geo1/subnet1/Area”,`nprims(“0”)-2`,“end”, 0)
If nprims change, it's not updated on the multiparm target hda
using those gives the same result 0, but on output console it's fine
prim(“/obj/geo1/subnet1/Area”,nprimitives(0)-2,“end”, 0)
or
prim(“/obj/geo1/subnet1/Area”,`nprims(“0”)-2`,“end”, 0)
Edited by innocent - June 19, 2020 03:43:00
Houdini Indie and Apprentice » Detail attribute 'stored' on for each loop
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I've replaced my promote to primitive instead of detail.
As default value on my multiparm for ‘start’ I use :
prim(“/obj/geo1/subnet1/Area”,1,“start”, 0)
& for ‘end’, because primnum is never the same, so I cant give a direct number of primitive
prim(“/obj/geo1/subnet1/Area”,`nprims(“0”)-2`,“end”, 0)
but it stuck to 0, I've made a simple print and value `nprims(“0”)-2` is correct. This value change from a previous loop that refines my meshes.
I cant use `nprims(“0”)-2` on this kind of expression?
As default value on my multiparm for ‘start’ I use :
prim(“/obj/geo1/subnet1/Area”,1,“start”, 0)
& for ‘end’, because primnum is never the same, so I cant give a direct number of primitive
prim(“/obj/geo1/subnet1/Area”,`nprims(“0”)-2`,“end”, 0)
but it stuck to 0, I've made a simple print and value `nprims(“0”)-2` is correct. This value change from a previous loop that refines my meshes.
I cant use `nprims(“0”)-2` on this kind of expression?
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