I have Progrids Asset running but when editing and adding curve points it ignores any snap settings.
In a previous version I could change the scripts to add this behavior but I wonder of there is a new or improved way. The previous way would get overwritten by updates.
If not I think this could possibly be a fairly simple addition where you could add a snap setting parameter to the curve UI.
Thanks
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Houdini Engine for Unity » Curve Tool - Snap to Grid?
- marvalgames
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Houdini Engine for Unity » Houdini for 2D in Unity- Z lock option
- marvalgames
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In Engine 1.0 I would change some of the scripts so when I added curves it would lock the Z. This way I could easily make 2d levels in Unity! Any idea how I could do this now with the Beta? What I really would love to see (or learn if already possible) is a way to extend the scripts so we could make changes like this without affecting the existing scripts. Then I could update without redoing changes.. With or without any of that I really think you should look into adding some support and options in the Inspector for the plugin for some 2D support. I think this would have a decent amount of interest. Even if is just locking the Z . I also added snap support when I modified 1.0.
Houdini Engine for Unity » Houdini Engine Unity 2018
- marvalgames
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Technical Discussion » Edge Material with Inner Material
- marvalgames
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I have a simple curve digital asset for Unity that lets me use the Curve tool to stretch add edit etc the points. The Curve is filled with a material. However I want to be able to do this while having a second material / texture that fills the edge of the curves Any ideas. Basically something similar to the Ferr2d Unity asset. Where it has a fill material and an edge material.
Houdini Engine for Unity » Houdini Engine Unity 2018
- marvalgames
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I tried to load Houdini Engine into Unity 2018 Beta and I get compiler errors. Is there a workaround? Thanks
Houdini Engine for Unity » Houdini FBX Export to Unity
- marvalgames
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Houdini Learning Materials » Multiple Curves
- marvalgames
- 20 posts
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Joker386
Hi
as sepu said ,The best method is using Skin SOP ,But I don't know why you said it didn't work for you !!!
I think you try to connect each curve to each input of Skin SOP ,right ? Because for doing that you have to merge both curves with together (via Merge SOP) then connect output of Merge SOP to first input of the Skin SOP ,That's all
Yes ! I should have got back sooner. It worked (SKIN). I just didn't merge like you mentioned.
Thanks!
Houdini Learning Materials » Digital Assets Op vs SOP (Geo) ???
- marvalgames
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Hi all.
I am creating DA for Unity.
I saved the digital asset at the Obj Level?
I noticed tuts saving them at the geo level?
Does it matter?
What is the difference?
Not really understanding just following along
I am creating DA for Unity.
I saved the digital asset at the Obj Level?
I noticed tuts saving them at the geo level?
Does it matter?
What is the difference?
Not really understanding just following along
Houdini Learning Materials » Multiple Curves
- marvalgames
- 20 posts
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Houdini Learning Materials » Multiple Curves
- marvalgames
- 20 posts
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Trying to find a tutorial that will address the following
It's probably not necessary but I am curious as to how to do this.
Create one curve on the plane and a second curve above the plane and then fill the space between the curves with geometry.
That's all
Thanks
It's probably not necessary but I am curious as to how to do this.
Create one curve on the plane and a second curve above the plane and then fill the space between the curves with geometry.
That's all
Thanks
Houdini Engine for Unity » Houdini 16 engine doesn't seem to be working when you have inputs in your asset
- marvalgames
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Thanks.
It shows Inputs label but when expanded they are still empty.
No editable nodes show up.
It shows Inputs label but when expanded they are still empty.
No editable nodes show up.
Edited by marvalgames - April 28, 2017 13:30:15
Houdini Engine for Unity » Houdini 16 engine doesn't seem to be working when you have inputs in your asset
- marvalgames
- 20 posts
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Ken XuNews??
We are investigating this problem, and will update as soon as we have more information.
This issue pretty much renders Houdini 16 digital assets useless in unity
Edited by marvalgames - April 27, 2017 14:21:40
Houdini Learning Materials » UV Texture vs UV Projection
- marvalgames
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Houdini Learning Materials » UV Help.
- marvalgames
- 20 posts
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Hi all,
I have limited background with UV in Maya.
So I am extra lost here
Just need some general advice.
I worked through some tutorials but I still haven't grasped the why of it all.
My specific example involves sweeping a 2 point line along a curve and then setting its UV's.
I've seen it done in a similar situation by creating separate UV for backbone and cross-section but I don't understand why this way. Also some examples use points and some vertex for UV and again no idea what is the basis for this.
What is the best method for curves and such.
Specific:
Why convert to Nurbs and back to curves??
Any help would be appreciated no matter how general.
Thanks as always
I have limited background with UV in Maya.
So I am extra lost here
Just need some general advice.
I worked through some tutorials but I still haven't grasped the why of it all.
My specific example involves sweeping a 2 point line along a curve and then setting its UV's.
I've seen it done in a similar situation by creating separate UV for backbone and cross-section but I don't understand why this way. Also some examples use points and some vertex for UV and again no idea what is the basis for this.
What is the best method for curves and such.
Specific:
Why convert to Nurbs and back to curves??
Any help would be appreciated no matter how general.
Thanks as always
Edited by marvalgames - June 14, 2016 21:37:34
Houdini Learning Materials » Copy vs Sweep
- marvalgames
- 20 posts
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I have a situation where I attempt to sweep a simple line and curve the geometry created is “tilted” when perpendicular to the grid.
When I use a copy and then skin it works well.
Most of the tuts seem to use sweep in this instance.
What is general practice and what are the differences in what it does and how it is used???
Thanks
When I use a copy and then skin it works well.
Most of the tuts seem to use sweep in this instance.
What is general practice and what are the differences in what it does and how it is used???
Thanks
Technical Discussion » Adjust Normal Direction?
- marvalgames
- 20 posts
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Hi all,
Noobie.
I Created a curve on a sweep where the curve is perpendicular to the ground. I setup a reference Transform at (0,0,1) from the points in the sweep so the normals will face outwards in the world (Z). I did this so I can extrude the faces and adjust the width of the sweep so this way it extends out without any twisting in the sweep.
It works well but my issue is when I input a different curve where the curve is laying on the ground (the typical way). If I create a simple circle of curve points for example. Since it uses the same reference all the normals point at (0,0,1) in the world again. Therefore the back side of the “circle” curve points outward properly but all the points do so I get twisted geometry because all the normals point the same way (toward the reference transform).
Basically,
I need to learn how to control the directions of the normals based on where in the world the curve points lie. If not that then at least have all the face normal directions face outward locally.
Thanks for any assist
Noobie.
I Created a curve on a sweep where the curve is perpendicular to the ground. I setup a reference Transform at (0,0,1) from the points in the sweep so the normals will face outwards in the world (Z). I did this so I can extrude the faces and adjust the width of the sweep so this way it extends out without any twisting in the sweep.
It works well but my issue is when I input a different curve where the curve is laying on the ground (the typical way). If I create a simple circle of curve points for example. Since it uses the same reference all the normals point at (0,0,1) in the world again. Therefore the back side of the “circle” curve points outward properly but all the points do so I get twisted geometry because all the normals point the same way (toward the reference transform).
Basically,
I need to learn how to control the directions of the normals based on where in the world the curve points lie. If not that then at least have all the face normal directions face outward locally.
Thanks for any assist
Houdini Engine for Unity » Noob: Curves and snapping in Unity?
- marvalgames
- 20 posts
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Hi all.
I want to be able to create curves in unity that are not at the surface.
For example If I have a building mesh prefab is there a method to place the curve on top of the mesh.
Any method to place curves on a different plane?
What I would really like to do is to create lofts similar to racing tracks but instead of laying it on the ground I could create the curves vertically to create an asset that lets me make 2.5D style levels.
Thanks
I want to be able to create curves in unity that are not at the surface.
For example If I have a building mesh prefab is there a method to place the curve on top of the mesh.
Any method to place curves on a different plane?
What I would really like to do is to create lofts similar to racing tracks but instead of laying it on the ground I could create the curves vertically to create an asset that lets me make 2.5D style levels.
Thanks
Houdini Learning Materials » noob: rand($PT*50)
- marvalgames
- 20 posts
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I'm trying to understand the rand.
What exactly is the $PT (and where to find a list of the different variables)
I created a random color node. Values like rand($PT) * 50 didn't work but rand($PT * 50) did?
Thanks and I'm sorry if a tutorial explains this. Haven't seen it?
What exactly is the $PT (and where to find a list of the different variables)
I created a random color node. Values like rand($PT) * 50 didn't work but rand($PT * 50) did?
Thanks and I'm sorry if a tutorial explains this. Haven't seen it?
Houdini Learning Materials » Trace
- marvalgames
- 20 posts
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Complete newbie.
How do I load an image and then apply trace.
If I import an image I get a box with an X through it.
How do I load an image and then apply trace.
If I import an image I get a box with an X through it.
Houdini Lounge » Trial?
- marvalgames
- 20 posts
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Hi all,
I have apprentice and Engine for Unity.
Is their a trial version of Indie?
I want to test my 1st asset in Unity!
Thanks
I have apprentice and Engine for Unity.
Is their a trial version of Indie?
I want to test my 1st asset in Unity!
Thanks
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