Hey guys, just subscribing to this thread - hopefully to see some dev input.
I would love to have the ability to rig / animate in Houdini and have it seemlessy translate to Unity
Rick.
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Houdini Indie and Apprentice » Export blend shapes for UE4 or unity
- Banks
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Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Banks
- 52 posts
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Hey Stjohn,
Many thanks for your continued input - i'll take a look at the practicalities of putting together a joint-based system - hopefully i'll be able to Digital Asset something together for future use - I still have faith in Houdini!
No worries about the thread-jacking guys - I am looking to fully integrate Houdini into my game-dev pipeline and these Unity (and UE4 it seems) issues are forcing me back into Max - Max seems so clunky and illogical now after a couple of years in Houdini.
Feel free to share any findings here
Rick.
Many thanks for your continued input - i'll take a look at the practicalities of putting together a joint-based system - hopefully i'll be able to Digital Asset something together for future use - I still have faith in Houdini!
No worries about the thread-jacking guys - I am looking to fully integrate Houdini into my game-dev pipeline and these Unity (and UE4 it seems) issues are forcing me back into Max - Max seems so clunky and illogical now after a couple of years in Houdini.
Feel free to share any findings here
Rick.
Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Banks
- 52 posts
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Hi John,
Bit of a shameless bump for this thread i'm afraid - i've moved my rigging and animating into CAT Studio in 3dsMax which isn't ideal - i'd much rather keep my dev pipeline to Houdini Indie > Unity.
You mentioned Jeff was willing to contribute some ideas - i'd be thrilled if Jeff could contribute - His Old School blogs were one of the things that got me hooked on Houdini years ago.
Any help would be much appreciated - i still haven't given up on rigging / animating in Houdini Indie just yet.
Rick.
Bit of a shameless bump for this thread i'm afraid - i've moved my rigging and animating into CAT Studio in 3dsMax which isn't ideal - i'd much rather keep my dev pipeline to Houdini Indie > Unity.
You mentioned Jeff was willing to contribute some ideas - i'd be thrilled if Jeff could contribute - His Old School blogs were one of the things that got me hooked on Houdini years ago.
Any help would be much appreciated - i still haven't given up on rigging / animating in Houdini Indie just yet.
Rick.
Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Banks
- 52 posts
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Thanks John,
Very interesting - I look forward to Jeff's insight.
I really want to keep my game dev workflow in Houdini as I've been completely re-programmed into the procedural nature of H13. In fact, out of desperation i tried to rebuild a simple rig in Max (where I spent a lot of time learning rigging in the past) and found it to be incredibly cumbersome and frustrating.
Houdini Indie / Engine & Unity is such a powerful combination it'd be a shame if Houdini's awesome rigging / skinning / anim tools weren't available to a hobbyist developers pipeline.
Once again, many thanks for taking up this query and all the help provided.
Rick.
Very interesting - I look forward to Jeff's insight.
I really want to keep my game dev workflow in Houdini as I've been completely re-programmed into the procedural nature of H13. In fact, out of desperation i tried to rebuild a simple rig in Max (where I spent a lot of time learning rigging in the past) and found it to be incredibly cumbersome and frustrating.
Houdini Indie / Engine & Unity is such a powerful combination it'd be a shame if Houdini's awesome rigging / skinning / anim tools weren't available to a hobbyist developers pipeline.
Once again, many thanks for taking up this query and all the help provided.
Rick.
Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Banks
- 52 posts
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Thanks stjohn,
It's an odd one - I can import into 3DSMax fine, and weirdly import the .fbx back into Houdini fine; hopefully you and the team will be able to shed some light onto it.
Many thanks.
Rick.
It's an odd one - I can import into 3DSMax fine, and weirdly import the .fbx back into Houdini fine; hopefully you and the team will be able to shed some light onto it.
Many thanks.
Rick.
Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Banks
- 52 posts
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Thank you stjohn,
If i understood correctly - i've locked the file nodes and re-saved. Hope this is what you meant. Apologies some of the terminology of Houdini is still a bit alien to me.
Throughout my export adventures, i've been using the File > Export > Filmbox FBX dialog (all different types and varieties.
Thanks you so much for taking the time to look at this - much appreciated.
Rick.
If i understood correctly - i've locked the file nodes and re-saved. Hope this is what you meant. Apologies some of the terminology of Houdini is still a bit alien to me.
Throughout my export adventures, i've been using the File > Export > Filmbox FBX dialog (all different types and varieties.
Thanks you so much for taking the time to look at this - much appreciated.
Rick.
Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Banks
- 52 posts
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Noticed your Mesh Plane is over Unity's import limit at 90000 polygons. Here's the error message it produced. Hope this is helpful.
Meshes may not have more than 65534 vertices or triangles at the moment. Mesh ‘pPlane1’ will be split into 3 parts: ‘pPlane1_MeshPart0’, ‘pPlane1_MeshPart1’, ‘pPlane1_MeshPart2’.
Having stripped everything back to the absolute minimum, Unity is only seeing <3k tris and 0 skinned meshes from the exported Houdini .fbx.
Hopefully a Dev will notice the attached .hiplc and comment.
I'm a fanatical Houdini evangelist and up until this my Houdini > Unity workflow was flawless - but this .fbx export/import problem has pretty much shut-down my project.
I did a simple skinned tube with an IK ‘leg’ set-up and this imported fine - so now i'm completely at a loss as to what is happening. My next step is to delete the character rig and start again from scratch…
If someone, anyone, pleeeeeease take a look and tell me i've been doing something ridiculously stupid i'll be eternally grateful and give you a %age share of all revenue from my free game I'm a hobbyist dev and consider every step a learning process, if someone can enlighten me it'd be much appreciated.
Rick.
Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Banks
- 52 posts
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Noticed your Mesh Plane is over Unity's import limit at 90000 polygons. Here's the error message it produced. Hope this is helpful.
Meshes may not have more than 65534 vertices or triangles at the moment. Mesh ‘pPlane1’ will be split into 3 parts: ‘pPlane1_MeshPart0’, ‘pPlane1_MeshPart1’, ‘pPlane1_MeshPart2’.
Hi kwiknip - that is very very interesting…
I'm obviously doing something very wrong as my character is <3k tris!
Thank you so much for responding - I hadn't noticed any such errors, i'll go and do some investigating.
Rick.
Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Banks
- 52 posts
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Hello Houdini Heroes!
Can someone explain what i'm missing - when I export my Rig and anims from Houdini Indie (13.0.515) to Unity (4.6) - the capture deformations don't seem to come along.
the animation imports into Unity, however it looks as tho the mesh is simply parented to the COM - with no deformations.
I've tried every flavour of .fbx in the export tool in Houdini but all with the same results.
Any help would be much appreciated - i'm on a deadline to get some characters into Unity and this is a real showstopping issue.
Many thanks for any help - I spent all last night importing / exporting and had the same results every time - very frustrating.
Rick.
Can someone explain what i'm missing - when I export my Rig and anims from Houdini Indie (13.0.515) to Unity (4.6) - the capture deformations don't seem to come along.
the animation imports into Unity, however it looks as tho the mesh is simply parented to the COM - with no deformations.
I've tried every flavour of .fbx in the export tool in Houdini but all with the same results.
Any help would be much appreciated - i'm on a deadline to get some characters into Unity and this is a real showstopping issue.
Many thanks for any help - I spent all last night importing / exporting and had the same results every time - very frustrating.
Rick.
Houdini Indie and Apprentice » License Confusion
- Banks
- 52 posts
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Thanks Edward,
I contacted Support and had the issue resolved within 24 hours - I'm now fully upgraded to Houdini Indie!
Time to go Digital Asset crazy in Unity!
Big thanks to Support for their super swift work
Banks.
I contacted Support and had the issue resolved within 24 hours - I'm now fully upgraded to Houdini Indie!
Time to go Digital Asset crazy in Unity!
Big thanks to Support for their super swift work
Banks.
Houdini Indie and Apprentice » License Confusion
- Banks
- 52 posts
- Offline
Hi all,
First of all i'd like to say that I am crazy excited about Houdini Indie, as a hobbyist game dev it finally means i can fully integrate Houdini into my Unity workflow.
However, the licensing integration is pretty confusing in my humble opinion. As attached you can see i have a current Apprentice HD license until Jan16, however Unity tells me: HAPI Error: License type prevents loading this asset (the asset being an .otl from the 32bit 13.0.509)
I've tried a forum search and it only served to confuse me more - there seems to be a lot of confusion about the transition from Apprentice to Indie - have i missed a step? I read that Apprentice licenses would upgrade to Indie until expiration - do i need to action something for this to happen?
If anyone could point me in the right direction that'd be a great help - please don't force me back into using 3dsMax…
Hope you can help - the joy of having digital assets in Unity is boggling my mind with possibilities!
Many thanks hive mind.
Banks.
First of all i'd like to say that I am crazy excited about Houdini Indie, as a hobbyist game dev it finally means i can fully integrate Houdini into my Unity workflow.
However, the licensing integration is pretty confusing in my humble opinion. As attached you can see i have a current Apprentice HD license until Jan16, however Unity tells me: HAPI Error: License type prevents loading this asset (the asset being an .otl from the 32bit 13.0.509)
I've tried a forum search and it only served to confuse me more - there seems to be a lot of confusion about the transition from Apprentice to Indie - have i missed a step? I read that Apprentice licenses would upgrade to Indie until expiration - do i need to action something for this to happen?
If anyone could point me in the right direction that'd be a great help - please don't force me back into using 3dsMax…
Hope you can help - the joy of having digital assets in Unity is boggling my mind with possibilities!
Many thanks hive mind.
Banks.
Houdini Lounge » How can I make a cheap and efficient haze Digital Asset?
- Banks
- 52 posts
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I never thought anyone would use Houdini for this. I would love to see something you've rendered if you want to share Smile
Thanks Skybar, i'm from a techie background too - originally a Sound Engineer. I'm now a Production Manager dealing with client tenders and pre-viz. I know a lot of production companies in the UK use 3ds Max and C4D so its becoming quite common to see fancy 3d visuals for big clients.
I've been a hobbyist fan of Houdini for years so it when we looked at improving our pre-viz offering I was in a position to recommend Houdini.
attached is an example of the work we send to clients before they even sign a contract to tempt them to choose our production team - i still consider myself a Houdini newb, and learning all the time - please don't judge to harshly!
Rick.
Houdini Lounge » How can I make a cheap and efficient haze Digital Asset?
- Banks
- 52 posts
- Offline
sl0throp & jeff,
Thanks you so much for the info - much appreciated!
Rick.
edit - Just taken a look - wow 2 nodes - Houdini is insanely versatile.
thanks for taking the time to post that up jeff.
Thanks you so much for the info - much appreciated!
Rick.
edit - Just taken a look - wow 2 nodes - Houdini is insanely versatile.
thanks for taking the time to post that up jeff.
Houdini Lounge » How can I make a cheap and efficient haze Digital Asset?
- Banks
- 52 posts
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Hello Houdini Hive Mind!
Bit of background - I use Houdini to create pre-viz renders for clients hosting large scale events at my venue - think big awards show / dinners / corporate hospitality. Before Houdini we used a lighting design software called WYSIWYG by CAST software. While the ligthing engine in WYG is great, the renders are not that impressive - and lack the wow factor we can get from Houdini.
However, WYG can do a cool semi-real-time volume light effect (simulating haze from smoke machines etc) - i've attached a render from WYG showing 2 things…
1> the renders look pretty weak
2> the volume light effect (smoke / haze) i'm trying and failing to recreate in houdini.
My goal is to have something cheap to render but creates a similar effect to the attached. which i'll then be able to comp on top of the beauty pass in photoshop.
I've done a forum search which has given me some info and the manual seems to be geared toward high end hero smoke and clouds. and my own personal test seem to lack subtlety - big blobs of volume hanging in space!
Can someone detail a workflow for creating such a lighting effect? Doesn't have to be specifically volume related - i've even tried texture mapped cones!
Many thanks for any help you can offer.
Rick.
Bit of background - I use Houdini to create pre-viz renders for clients hosting large scale events at my venue - think big awards show / dinners / corporate hospitality. Before Houdini we used a lighting design software called WYSIWYG by CAST software. While the ligthing engine in WYG is great, the renders are not that impressive - and lack the wow factor we can get from Houdini.
However, WYG can do a cool semi-real-time volume light effect (simulating haze from smoke machines etc) - i've attached a render from WYG showing 2 things…
1> the renders look pretty weak
2> the volume light effect (smoke / haze) i'm trying and failing to recreate in houdini.
My goal is to have something cheap to render but creates a similar effect to the attached. which i'll then be able to comp on top of the beauty pass in photoshop.
I've done a forum search which has given me some info and the manual seems to be geared toward high end hero smoke and clouds. and my own personal test seem to lack subtlety - big blobs of volume hanging in space!
Can someone detail a workflow for creating such a lighting effect? Doesn't have to be specifically volume related - i've even tried texture mapped cones!
Many thanks for any help you can offer.
Rick.
Houdini Indie and Apprentice » Trig puzzle help
- Banks
- 52 posts
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You can use the Angle Between VOP:
Worked perfectly - thanks so much!
And as I can see the VEX code I can even attempt a Point Wrangle hack to do the same thing!
Houdini Indie and Apprentice » Trig puzzle help
- Banks
- 52 posts
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Hi Houdini Hive Mind!
Please bear with me - my maths is pretty poor, so apologies if this is embarrassingly easy.
In the attached pic i'm trying to make houdini return the angle marked in red. The closest i've got is to import the next and previous point position into VOPs but i'm not sure of the maths involved to calculate the middle point. I've played around with dot products / cross products but i very quickly become unstuck as my limited knowledge runs out - if you could help and explain what process is required i can take my learning on from there.
My goal is to select points based on an angle change (with a control threshold) in order to manipulate the ‘corner’ sections separately from straight sections.
Many thanks all.
Please bear with me - my maths is pretty poor, so apologies if this is embarrassingly easy.
In the attached pic i'm trying to make houdini return the angle marked in red. The closest i've got is to import the next and previous point position into VOPs but i'm not sure of the maths involved to calculate the middle point. I've played around with dot products / cross products but i very quickly become unstuck as my limited knowledge runs out - if you could help and explain what process is required i can take my learning on from there.
My goal is to select points based on an angle change (with a control threshold) in order to manipulate the ‘corner’ sections separately from straight sections.
Many thanks all.
Houdini Learning Materials » Procedural Modeling for Games and VFX question
- Banks
- 52 posts
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I can't say for definite, but previous webinars have been uploaded to Vimeo for later viewing - usually about a week after the seminar.
I should imagine this will be the case for the upcoming webinar.
Hope this helps.
I should imagine this will be the case for the upcoming webinar.
Hope this helps.
Houdini Learning Materials » Question on learning scripting/language/expression
- Banks
- 52 posts
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Hi David,
I'm from a similar background - useless at Maths, never done any coding and come from a 3DSMax background where all the nasty expressions and fiddly code are kept well, well, well away from the user.
I've been using Houdini for a couple of years now as a hobbyist and the only real advice I can give is that, in time these expressions will start to make sense. A lot of sense - eventually you'll wonder how you lived without them and actively seek out new expressions to play with. I know how daunting it is and i'm only just starting to become comfortable with them.
whenever i come across a new expression or variable the first thing I do is open up a textport window and ‘exhelp’ it (exhelp chramp - for example) or if its a node i'm unfamiliar with pull up the help card - very useful. There are no shortcuts i'm afraid, it just takes time, and trial and error - but on the plus side, it's very rewarding.
I practically high-five myself when I realise, that without thinking about it, i've just written a huge wedge of code!
IMHO - time, exhelp, tutorials and learning thru use and repetition are the key.
I'm from a similar background - useless at Maths, never done any coding and come from a 3DSMax background where all the nasty expressions and fiddly code are kept well, well, well away from the user.
I've been using Houdini for a couple of years now as a hobbyist and the only real advice I can give is that, in time these expressions will start to make sense. A lot of sense - eventually you'll wonder how you lived without them and actively seek out new expressions to play with. I know how daunting it is and i'm only just starting to become comfortable with them.
whenever i come across a new expression or variable the first thing I do is open up a textport window and ‘exhelp’ it (exhelp chramp - for example) or if its a node i'm unfamiliar with pull up the help card - very useful. There are no shortcuts i'm afraid, it just takes time, and trial and error - but on the plus side, it's very rewarding.
I practically high-five myself when I realise, that without thinking about it, i've just written a huge wedge of code!
IMHO - time, exhelp, tutorials and learning thru use and repetition are the key.
Houdini Indie and Apprentice » Instances loaded from disk and materials
- Banks
- 52 posts
- Offline
ignore me - found some really useful info here….
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25840. [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25840. [sidefx.com]
Houdini Indie and Apprentice » Instances loaded from disk and materials
- Banks
- 52 posts
- Offline
Hi all,
Is it possible to add random Cd to instanced objects after they have been loaded from disk? I can't seem to find a way to vary them once loaded in via the Instance Object.
I have found a way - i vary the Cd procedurally when i export the .bgeo files - is this the correct workflow? In my head it seems logical to be able to alter the Cd at the point instance stage (in the VOPSOP - like on the Halloween tutorial)
Is this not the case?
I have found lots of info in the documentation about delayed load shaders and material override et al but these only served to confuse me more - i get the feeling this is the area i should be looking at - can someone offer any guidance?
Thanks in advance.
Banks.
Is it possible to add random Cd to instanced objects after they have been loaded from disk? I can't seem to find a way to vary them once loaded in via the Instance Object.
I have found a way - i vary the Cd procedurally when i export the .bgeo files - is this the correct workflow? In my head it seems logical to be able to alter the Cd at the point instance stage (in the VOPSOP - like on the Halloween tutorial)
Is this not the case?
I have found lots of info in the documentation about delayed load shaders and material override et al but these only served to confuse me more - i get the feeling this is the area i should be looking at - can someone offer any guidance?
Thanks in advance.
Banks.
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