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Houdini Engine for Unreal » Example for using Landscape input?
- ttvdsfx
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Hello. I don't think landscape input supports landscape curves. It will only input landscape vertices / polys and some other information (like material). You'd have to create a second input and use plugin curves as a work around.
Houdini Engine for Unreal » About UE4 spline rotation info
- ttvdsfx
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I think Unreal spline does not support all of the Houdini spline modes (I think it's only Hermite). The one that comes with the plugin can do anything Houdini curves can do. There are also other interaction limitations that Unreal spline cannot do and the plugin one can.
If I remember correctly, we had a lot of issues with Unreal splines (this was around 4.1 time) and with the reason mentioned above we decided to write our own. Having said that, I think it's probably a good idea to revisit Unreal splines or improve the existing plugin spline.
If I remember correctly, we had a lot of issues with Unreal splines (this was around 4.1 time) and with the reason mentioned above we decided to write our own. Having said that, I think it's probably a good idea to revisit Unreal splines or improve the existing plugin spline.
Houdini Lounge » Support for 6 degree-of-freedom Space Pilot
- ttvdsfx
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I think SideFX is wise to spend developer time on useful features, rather than adding support for a niche device very few people even heard of.
Houdini Engine for Unreal » How would you get the transforms of an object plugged into an hda in Unreal Engine?
- ttvdsfx
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DASD, only way to do this I can think of is, have a blueprint which dumps your points / transforms into a json / csv file and have a Houdini asset which takes that file.
Houdini Engine for Unreal » How would you get the transforms of an object plugged into an hda in Unreal Engine?
- ttvdsfx
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I don't think there's a way to do it at the moment. There's no way to input the points with transforms, only geometry / curves.
Houdini Engine for Unreal » Parameter scrapyard
- ttvdsfx
- 173 posts
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The only thing that comes to mind is if you think it's that easy than you are welcome to submit a patch
It would be nice to have a better UI, but I think functionality / features are more important.
It would be nice to have a better UI, but I think functionality / features are more important.
Edited by ttvdsfx - July 25, 2016 22:58:39
Technical Discussion » UVLayout without rotating UVs
- ttvdsfx
- 173 posts
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Axis align option will figure out island's best axis and will attempt to align that axis to coordinate axes. This option is there to mostly help packing of pieces that have rectangular shape.
I am not sure if there's a way to do what you want in UVLayout, but I may be wrong.
I am not sure if there's a way to do what you want in UVLayout, but I may be wrong.
Houdini Engine for Unreal » Parameter scrapyard
- ttvdsfx
- 173 posts
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Which widgets are you exactly missing? You have to understand that Houdini widgets do not translate 1 to 1 to host widgets. As far as I know, folders, for example, work fine. Tabs don't.
Houdini Engine for Unreal » Character to BFX -> Unreal
- ttvdsfx
- 173 posts
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You can export vertex animations using the texture method in that link above. So there's a viable method.
Technical Discussion » Selecting primitives in scene view on Mac- buggy?
- ttvdsfx
- 173 posts
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I think you can now translate glsl to metal through glsl optimizer. But I don't know how you'd deal with missing geo shader support and missing transform feedback.
Houdini Engine for Unreal » Character to BFX -> Unreal
- ttvdsfx
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Houdini FBX exporter does not do blendshapes afaik. You may be able to use the Houdini gamedev toolset thing to get around that.
https://github.com/sideeffects/GameDevelopmentToolset/wiki [github.com]
https://github.com/sideeffects/GameDevelopmentToolset/wiki [github.com]
Technical Discussion » Houdini not working (hanging) on OSX Yosemite Version 10.10.5
- ttvdsfx
- 173 posts
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I think there's possibly an issue with H13 on 10.10, H13 is pretty outdated now. You might need a newer version of Houdini.
Houdini Engine for Unreal » Creating HDA's att different levels
- ttvdsfx
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I think there are some tutorials that mention these. But there needs to be a better documentation, for sure.
Houdini Engine for Unreal » Creating HDA's att different levels
- ttvdsfx
- 173 posts
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I mean the material (or any material interface derived type, mics etc) uasset object in the Unreal content browser. Have a look at the attrib create node inside the attached asset.
Edited by ttvdsfx - June 21, 2016 09:29:50
Houdini Engine for Unreal » Creating HDA's att different levels
- ttvdsfx
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You need to set the reference in that unreal_face_material string. Right click on the asset in UE content browser, click copy reference. Set that as an attribute value.
Houdini Engine for Unreal » Linux build?
- ttvdsfx
- 173 posts
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Houdini Engine for Unreal » Linux build?
- ttvdsfx
- 173 posts
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I've never built it, but I think that's how it would work. Let me know what you run into, I am curious.
Houdini Engine for Unreal » Linux build?
- ttvdsfx
- 173 posts
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It should compile, but it has not been tested in any way, since there is no official support. You will basically have to do it yourself, but since you are on Linux you are probably used to it already
Edited by ttvdsfx - June 13, 2016 11:32:59
Houdini Engine for Unreal » Lost License Server!
- ttvdsfx
- 173 posts
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Thanks for posting this and thanks for posting the work around! I have not encountered this issue, but it does seem like a bug. Please file a bug with SideFX if you have time
Houdini Engine for Unreal » Reusing geometry inside otl.
- ttvdsfx
- 173 posts
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Please have a look at the attached asset. But basically you need to create an instance obj node which will generate points (in instance tab, select fast instancing and point to another obj node which will be instanced). That's the gist of it. On Unreal side, this will create instanced static mesh component and use each point transform for new instances.
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