Two days past go and I found desicion. Thank you new tutorial - https://www.sidefx.com/tutorials/crowd-workshop/ [www.sidefx.com]
So, new pipeline for my case:
1. Import “T-pose” .fbx file in “Agent”
2. Import “Animation” .fbx file “Agent clip”
https://prnt.sc/p4sqny [prnt.sc]
I don't know how I can extract info from agent (for example: animation of keys for specified joint), but anyway now it's faster than my first variant
Found 7 posts.
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Houdini for Realtime » How can I import 2 FBX file and connect it?
- samoretyanin
- 7 posts
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Houdini for Realtime » How can I import 2 FBX file and connect it?
- samoretyanin
- 7 posts
- Offline
Hi, guys. I have first .fbx (T-pose), second .fbx - animation. I want import its in Houdini and “connect”.
Now I'm doing it now:
1. Import “T-pose” .fbx file in File/Import/Flimbox FBX
2. Import “Animation” .fbx file in File/Import/Flimbox FBX
3. Copy geometry node from “T-pose” to “Animation” subnet
4. Delete “T-pose” subnet
It's work, but if you work with several different animations,t-pose - it's not comfortable. So I have question:
Please tell me other variant for this task. Maybe I can do it in “Agent” node, or something else
Now I'm doing it now:
1. Import “T-pose” .fbx file in File/Import/Flimbox FBX
2. Import “Animation” .fbx file in File/Import/Flimbox FBX
3. Copy geometry node from “T-pose” to “Animation” subnet
4. Delete “T-pose” subnet
It's work, but if you work with several different animations,t-pose - it's not comfortable. So I have question:
Please tell me other variant for this task. Maybe I can do it in “Agent” node, or something else
Houdini for Realtime » Gametools - Building Generator
- samoretyanin
- 7 posts
- Offline
Houdini for Realtime » Gametools - Building Generator
- samoretyanin
- 7 posts
- Offline
Houdini for Realtime » Gametools - Building Generator
- samoretyanin
- 7 posts
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Hi guys. Tell me, please, about Gamedev Building Generator (I found it in Gamedev Toolset build version 1.151).Where can I find any information or tutorials about it?
Thank you.
Thank you.
Houdini for Realtime » Vertex Animation Shader - Unreal 4.20.1 for iOS 11.4.1
- samoretyanin
- 7 posts
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Hi. I do not know if it will help, you can export the map in .png format, not .exr. When I did a poison simulation in Houdini and export this in Unity (like Fluid, changed topology) - .exr it is look worse then .png
Houdini for Realtime » Problem with export Houdini "vertex animation texture" to Unity
- samoretyanin
- 7 posts
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Hi guys. I created fluid simulations in Houdini and export mesh, positional and normal map (using GameDev Toolset Houdini “vertex animation texture”).
Then I export this to Unity. If target platform - PC, vertex animation is displayed correctly. But if I switch target platform to Android or iOS - vertex animation is displayed incorrectly. I tried change texture settings - it does not help. I think trouble in texture settings or shader (shader I use from here https://github.com/sideeffects/GameDevelopmentToolset/tree/Development)
May be somebody know how decide this? Thank you
Then I export this to Unity. If target platform - PC, vertex animation is displayed correctly. But if I switch target platform to Android or iOS - vertex animation is displayed incorrectly. I tried change texture settings - it does not help. I think trouble in texture settings or shader (shader I use from here https://github.com/sideeffects/GameDevelopmentToolset/tree/Development)
May be somebody know how decide this? Thank you
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