After using for a while and without any issues Houdini Engine + Unity, Houdini Engine suddently stopped working.
Here is the error message I get :
I verified the presence of this .dll file, and everything seems to be normal.
Here is what I get when opening the Installation Info dialog :
And here is the session information (everything is still the default settings):
I verified my firewall settings and houdini is not being blocked.
This issue shows up even in an empty Unity project, with only the Houdini engine files added.
Any idea of what have could gone wrong?
Found 12 posts.
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Houdini Engine for Unity » Houdini Engine stopped working : HAPI_RESULT_FAILURE
- rrats
- 12 posts
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Technical Discussion » FBX export doesn't export materials and textures properly
- rrats
- 12 posts
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Hello Houdini community,
I'm trying to export an FBX object with several materials and textures assigned to it.
It displays totally fine in the viewport, and the textures are correctly loaded from the $HIP folder.
When I export the FBX I see the different material groups displayed, but each material is solid black and has no texture assigned to it.
Any idea of how to fix this issue? Any help is much appreciated!
I'm trying to export an FBX object with several materials and textures assigned to it.
It displays totally fine in the viewport, and the textures are correctly loaded from the $HIP folder.
When I export the FBX I see the different material groups displayed, but each material is solid black and has no texture assigned to it.
Any idea of how to fix this issue? Any help is much appreciated!
Houdini Indie and Apprentice » Can't export animation in FBX
- rrats
- 12 posts
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Houdini Engine for Unity » Reducing meshes in the engine messes up UV mapping [FIXED]
- rrats
- 12 posts
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chrisgreb
There's an example from another user here:
https://www.sidefx.com/forum/topic/48773/ [www.sidefx.com]
thanks! It doesn't really respond to my problem though, because the trouble I have is not within houdini itself but with the digital assets in the houdini engine for unity
I found a way to make it work easily in Unity though: you can just set the texture type as a parameter and choose either “perspective from camera” or “modify source”
Both don't give absolutely perfect results after poly reduce but still work pretty good
Houdini Engine for Unity » Reducing meshes in the engine messes up UV mapping [FIXED]
- rrats
- 12 posts
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Hello,
I'm using the Houdini engine in Unity to instatiate assets with different poly counts.
I'm using a parameter from the poly reduce node to get more or less high defition meshes.
I run into trouble when adding some UV mapping - remeshing the models messes them up.
I tried to export digital assets with the UV related nodes before and after the poly reduce ones without any success.
I'm using UV texture + UV quickshade to create and visualise the uvs.
Any suggestion on how to proceed to be able to reduce the models in the engine and keep clean uvs?
I'm using the Houdini engine in Unity to instatiate assets with different poly counts.
I'm using a parameter from the poly reduce node to get more or less high defition meshes.
I run into trouble when adding some UV mapping - remeshing the models messes them up.
I tried to export digital assets with the UV related nodes before and after the poly reduce ones without any success.
I'm using UV texture + UV quickshade to create and visualise the uvs.
Any suggestion on how to proceed to be able to reduce the models in the engine and keep clean uvs?
Edited by rrats - May 29, 2017 16:29:44
Technical Discussion » Trouble exporting two skinned meshes + bone animations as fbx
- rrats
- 12 posts
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edward
Did you submit a bug? This forum is for user supported help only.
Yes I submitted it, but I'm not sure the problem comes from a bug.
If I export the model without UV texture and mapping, the deforms works well on both meshes - the problem appears when adding UV mapping, so I guess there is maybe a way to prevent this to interfere with the export of the skinned meshes
Technical Discussion » Trouble exporting two skinned meshes + bone animations as fbx
- rrats
- 12 posts
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Technical Discussion » Trouble exporting two skinned meshes + bone animations as fbx
- rrats
- 12 posts
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Hello Houdini community,
I run into trouble when exporting my animations in an fbx from Houdini.
My object presents two skinned meshes with bone animations.
When I export the object as an fbx, the file only includes the deformation of one of the meshes.
The bone animation is exported for both meshes though.
- I tried exporting the two objects separately (I collapsed them into two different subnets and exported one subnet at a time) and the problem still persists.
- When playing the animation in Houdini, both skinned meshes and animations work properly.
- In an earlier version of the file, I had no problem exporting the deformation for both meshes - they were both rigged and skinned and worked properly once exported as fbx ; the problem started when I added the animations and tried to export them.
Any idea of what could cause the problem? Maybe something is wrong in my export options?
Thanks for your time and attention!
I run into trouble when exporting my animations in an fbx from Houdini.
My object presents two skinned meshes with bone animations.
When I export the object as an fbx, the file only includes the deformation of one of the meshes.
The bone animation is exported for both meshes though.
- I tried exporting the two objects separately (I collapsed them into two different subnets and exported one subnet at a time) and the problem still persists.
- When playing the animation in Houdini, both skinned meshes and animations work properly.
- In an earlier version of the file, I had no problem exporting the deformation for both meshes - they were both rigged and skinned and worked properly once exported as fbx ; the problem started when I added the animations and tried to export them.
Any idea of what could cause the problem? Maybe something is wrong in my export options?
Thanks for your time and attention!
Edited by rrats - May 12, 2017 06:47:20
Technical Discussion » Include vertex groups in FBX export?
- rrats
- 12 posts
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Amazing! Thank you!
EDIT / this technique doesn't seem to solve the problem when importing to Unity
EDIT / this technique doesn't seem to solve the problem when importing to Unity
Edited by rrats - March 28, 2017 12:41:34
Technical Discussion » Include vertex groups in FBX export?
- rrats
- 12 posts
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Houdini Engine for Unity » Import IK rig from Houdini to Unity Engine
- rrats
- 12 posts
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Houdini Engine for Unity » Import IK rig from Houdini to Unity Engine
- rrats
- 12 posts
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Hello,
I was wondering if there was a way to export a mesh with it's IK rig directly from Houdini to the engine for Unity as part of a digital asset?
So far I've been exporting the model as an .fbx with the rig and the deformation (which work very fine), but the IK has to be set up though the built-in Unity IK system.
Is there a way to just use the IK created in Houdini instead?
Thanks!
I was wondering if there was a way to export a mesh with it's IK rig directly from Houdini to the engine for Unity as part of a digital asset?
So far I've been exporting the model as an .fbx with the rig and the deformation (which work very fine), but the IK has to be set up though the built-in Unity IK system.
Is there a way to just use the IK created in Houdini instead?
Thanks!
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