For now, your fix seems as good as anything we could come up with.
It's not clear how one might specify in Houdini which “part” of the geo you want the script attached to because those “parts” don't really exist in Houdini. They get created in Houdini Engine and the names are not really reliable.
But it's a good feature request. I'll keep in in mind.
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Houdini Engine for Unity » Tutorial request for attaching scripts automatically on unit
- damian
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Houdini Engine for Unity » Tutorial request for attaching scripts automatically on unit
- damian
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Houdini Engine for Unreal » Engine installer doesn't work
- damian
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Check CProgram Files/Side Effects Software/Houdini 14.0.291 - where you installed Houdini, and find the folder “engine”. It should have all 3 plugins in there.
For Unity, it won't automatically be available in any Unity project. You need to install the .unitypackage included in that engine folder (or if it's not there, just copy the contents of the Assets folder into your own Unity project.
For Unreal, it should have just been available in the Editor at launch. If not, copy the contents of CProgram Files/Side Effects Software/Houdini 14.0.291/engine/unreal/4.7 into C:\Program Files\Epic Games\4.7\Engine\Plugins\Runtime
For Unity, it won't automatically be available in any Unity project. You need to install the .unitypackage included in that engine folder (or if it's not there, just copy the contents of the Assets folder into your own Unity project.
For Unreal, it should have just been available in the Editor at launch. If not, copy the contents of CProgram Files/Side Effects Software/Houdini 14.0.291/engine/unreal/4.7 into C:\Program Files\Epic Games\4.7\Engine\Plugins\Runtime
Houdini Engine for Unreal » can export houdini camera to ue4?
- damian
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Cameras, lights, and other primitive types are currently not recognized by Houdini Engine. It's something we will add in the short to medium term. Until then, the plugins can't really support such primitives.
Houdini Engine for Unreal » Some questions
- damian
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What you're talking about is already possible in Unity and has proven quite useful - definitely a valid suggestion for UE4.
The only note I'll make about your proposal is to say that you probably want the Blueprint input option to be for the Houdini Instanced Inputs, not the Houdini Inputs.
Blueprints cannot easily be imported into Houdini as an asset input and that's what happens with the inputs in the Houdini Inputs tab. The Houdini Instanced Inputs tab, however, does not send that data into Houdini Engine. All it does is replace what the asset originally instanced with what the UE4 user selected - all within UE4. Houdini Engine has no clue this happened.
Therefore, if you want to “instance” a bunch of blueprints on points generated by your asset, you'd want to select that blueprint as an instance override in the Houdini Instanced Inputs tab.
The only note I'll make about your proposal is to say that you probably want the Blueprint input option to be for the Houdini Instanced Inputs, not the Houdini Inputs.
Blueprints cannot easily be imported into Houdini as an asset input and that's what happens with the inputs in the Houdini Inputs tab. The Houdini Instanced Inputs tab, however, does not send that data into Houdini Engine. All it does is replace what the asset originally instanced with what the UE4 user selected - all within UE4. Houdini Engine has no clue this happened.
Therefore, if you want to “instance” a bunch of blueprints on points generated by your asset, you'd want to select that blueprint as an instance override in the Houdini Instanced Inputs tab.
Houdini Engine for Unreal » Asset not coocking unreal 4.7.4
- damian
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Weird. Maybe you installed Houdini while Unreal was running? Not sure why a restart would fix it but glad it works now.
As for your questions:
1. In Unreal (or Houdini Engine in general) there is no difference between a SOP asset and an OBJ asset. OBJ assets are instantiated as-is in the root /obj/ and the parameters are parsed and displayed in Unreal. SOP assets are instantiated inside a dummy OBJ assets and the parameters of the SOP node itself get exposed (not the parameters of the dummy OBJ). Inputs for either OBJ or SOP appear in the inputs section.
2. Any SOP asset with a SOP input (or more) will have the input(s) be listed in the Input section above the parameters. You can drag a native Unreal mesh in there as input. For OBJ assets, HE looks for SOP Path type parameters and assumes those are geometry inputs and lists them under this Inputs section.
As for your questions:
1. In Unreal (or Houdini Engine in general) there is no difference between a SOP asset and an OBJ asset. OBJ assets are instantiated as-is in the root /obj/ and the parameters are parsed and displayed in Unreal. SOP assets are instantiated inside a dummy OBJ assets and the parameters of the SOP node itself get exposed (not the parameters of the dummy OBJ). Inputs for either OBJ or SOP appear in the inputs section.
2. Any SOP asset with a SOP input (or more) will have the input(s) be listed in the Input section above the parameters. You can drag a native Unreal mesh in there as input. For OBJ assets, HE looks for SOP Path type parameters and assumes those are geometry inputs and lists them under this Inputs section.
Houdini Engine for Unity » Tutorial request for attaching scripts automatically on unit
- damian
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A tutorial would be nice and I'll push that on the agenda but in the mean time here's a quick howto.
It's actually not too bad. You just need a detail string attribute on visible SOP of the object you want to attach the script to.
The attribute has to be called: “Unity_Script”
It has to contain a JSON string that starts with the variable “script” with the value being the name of the Unity script (no .cs). Afterwards, you just name the variables you want to set on that script (on-attach) and their values in the form: “arg#Name”:“<variable_name>”, “arg#Type”:“<type>”, “arg#Value”:“<value>”. The “#” should start with 0 and just increase by 1 for each argument.
Here's the example for the doors asset. Notice the name of the Unity script is “doorAnim” and it's setting the “string” variable “door0” to “door_0”.
{“script”:“doorAnim”, “arg0Name”:“door0”,“arg0Type”:“string”, “arg0Value”:“door_0”, “arg1Name”:“door1”, “arg1Type”:“string”, “arg1Value”:“door_1”, “arg2Name”:“door_width”, “arg2Type”:“float”, “arg2Value”:“1.14999985695”, “arg3Name”:“speed”, “arg3Type”:“float”, “arg3Value”:“1.0”}
Look inside the door demo asset, specifically at the “Control” object to see how this string is assembled.
It's actually not too bad. You just need a detail string attribute on visible SOP of the object you want to attach the script to.
The attribute has to be called: “Unity_Script”
It has to contain a JSON string that starts with the variable “script” with the value being the name of the Unity script (no .cs). Afterwards, you just name the variables you want to set on that script (on-attach) and their values in the form: “arg#Name”:“<variable_name>”, “arg#Type”:“<type>”, “arg#Value”:“<value>”. The “#” should start with 0 and just increase by 1 for each argument.
Here's the example for the doors asset. Notice the name of the Unity script is “doorAnim” and it's setting the “string” variable “door0” to “door_0”.
{“script”:“doorAnim”, “arg0Name”:“door0”,“arg0Type”:“string”, “arg0Value”:“door_0”, “arg1Name”:“door1”, “arg1Type”:“string”, “arg1Value”:“door_1”, “arg2Name”:“door_width”, “arg2Type”:“float”, “arg2Value”:“1.14999985695”, “arg3Name”:“speed”, “arg3Type”:“float”, “arg3Value”:“1.0”}
Look inside the door demo asset, specifically at the “Control” object to see how this string is assembled.
Houdini Engine for Unreal » Asset not coocking unreal 4.7.4
- damian
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I just tried 4.7.4 and all of my assets seem to work same as 4.7.3. Can you provide more details?
For example:
1. What kind assets are you trying to import?
2. What do you mean by “does not cook”? Does the 3D Houdini logo appear and is never replaced by the cooked result or does nothing appear when you drag your asset into the scene? Or something else fails?
For example:
1. What kind assets are you trying to import?
2. What do you mean by “does not cook”? Does the 3D Houdini logo appear and is never replaced by the cooked result or does nothing appear when you drag your asset into the scene? Or something else fails?
Houdini Engine for Unreal » Uknown extension
- damian
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The Houdini installer will always install the Unreal plugin (if selected) in Houdini's install location. Additionally, for convenience and easy of use, the installer will attempt to also copy the plugin into the correct plugins folder for the correct version of Unreal.
There are probably other reasons why the additional UE4 plugin installation step would fail but one reason is not enough privileges. If you ran the Houdini installer as a non-admin then it would fail to copy the UE4 plugin into C:\Program Files\Unreal Engine\4.7\Engine\Plugins.
One question for you is whether you installed Houdini itself in the default C:\Program Files\Side Effects Software\Houdini 14.0.291 location.
As mantragora said, this is beta software and docs is lagging a bit behind functionality. We're working on docs. But this particular problem is not 100% unavoidable in the future as we depend on UE4 and Windows to do the right things.
There are probably other reasons why the additional UE4 plugin installation step would fail but one reason is not enough privileges. If you ran the Houdini installer as a non-admin then it would fail to copy the UE4 plugin into C:\Program Files\Unreal Engine\4.7\Engine\Plugins.
One question for you is whether you installed Houdini itself in the default C:\Program Files\Side Effects Software\Houdini 14.0.291 location.
As mantragora said, this is beta software and docs is lagging a bit behind functionality. We're working on docs. But this particular problem is not 100% unavoidable in the future as we depend on UE4 and Windows to do the right things.
Houdini Engine for Unreal » For anyone who needs to compile a custom game...
- damian
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Thanks for bringing this up. We'll fix it for the next nightly.
In general though, our recommendation is that if you want to compile the plugin from source that you do it using the source code from our Github page:
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
It should not have this problem and if you ever want to contribute anything it makes that process easier.
Update: This has been fixed as of 14.0.296.
In general though, our recommendation is that if you want to compile the plugin from source that you do it using the source code from our Github page:
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
It should not have this problem and if you ever want to contribute anything it makes that process easier.
Update: This has been fixed as of 14.0.296.
Houdini Engine for Maya » Issue when using opinputs in VOPs
- damian
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