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Houdini Engine for Unity » [Curve Hybrid Editing] - Enable/Disable functionality
- anthonyt2
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Hi! I was unaware of this. I'll put "Add an option to disable curve hybrid editing" on my TODO list and let you know when it's available.
Houdini Engine for Unity » [Potential Issue/Q.] - Merge node w/ p.cloud instancing and
- anthonyt2
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Somewhat related to this, I found an issue where instances were duplicated (and not properly parented) in some cases while creating a test HDA for this. If you are experiencing this, try updating to Houdini 18.5.638. I attached the example HDA I used for reference.
Houdini Engine for Unity » [Potential Issue/Q.] - Merge node w/ p.cloud instancing and
- anthonyt2
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Do you mean like using a merge node? I attached a super simple example (instancing_with_mesh.hda). The points with unity_instance attribute must be a point cloud, but it shouldn't interfere with regular generated output when they are merged.
Edited by anthonyt2 - July 13, 2021 13:35:57
Houdini Engine for Unity » Game object pivot instead of centroid
- anthonyt2
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The plugin recursively finds the valid inputs of the gameObject that you input and then marshall data into Houdini one by one if they are valid. In this case, it will ignore your parent "pivot" gameObject. I'm not entirely sure if this will help, but have you tried playing around with the "Keep World Transform" or the "Pack Geometry Before Merging" options?
Edited by anthonyt2 - July 7, 2021 17:43:35
Houdini Engine for Unity » [Potential Issue/Q.] - Merge node w/ p.cloud instancing and
- anthonyt2
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Houdini Engine for Unity » Game object pivot instead of centroid
- anthonyt2
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By default, Unity uses the centered pivot point rather than the pivot in the geometry. See: https://docs.unity3d.com/Manual/PositioningGameObjects.html [docs.unity3d.com] . So you can either try toggiling the Unity pivot gizmo or move your object relative to the world origin (0,0,0).
Houdini Engine for Unity » Shrinkwrap/ConvexHull not working on Object Merge input
- anthonyt2
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I tried two different HDAs and they seemed to produce results in Unity. Can you provide your HDA?
Houdini Engine for Unity » Point Attributes for Facial Capture?
- anthonyt2
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I looked into your files, and turns out that I was mistaken. Point attributes are exported as "LayerElementUserData". There's a Unity post with a sample project that reads UserData that might help: https://forum.unity.com/threads/how-to-import-user-defined-attributes-from-fbx-files.409877/ [forum.unity.com] . However, I tested this briefly, and it seems like Unity couldn't find the LayerElementUserData given the sample project. You might get better help posting your FBX in the official Unity forums.
Edited by anthonyt2 - June 24, 2021 10:49:19
Houdini Engine for Unity » Point Attributes for Facial Capture?
- anthonyt2
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Point attributes are specific to Houdini and are not exported as part of the FBX file, so I think what you are suggesting is not possible. The only way to "export point attributes" is through use of an HDA, which as mentioned previously, is divided into its own parts and doesn't have easily accessible point per vertex attributes in Unity as you do in Houdini.
Houdini Engine for Unity » [Bug] Linux builds missing files in 18.5.567-18.5.596
- anthonyt2
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Houdini Engine for Unity » Point Attributes for Facial Capture?
- anthonyt2
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The Houdini Unity plugin currently doesn't have any integrations with blendshapes or even SkinnedMeshRenderer(rigs) from Houdini. The more common workflow is to export it as an FBX, and then import it as normal into Unity.
Another option you might be thinking is to just export a static mesh in your HDA, and try to "get the points with the point attributes in Unity", and link it with your facial capture program. This might be possible, but it would require a complex custom integration which might be pretty difficult because HoudiniEngine splits the outputs into parts. In other words, the point attribute exists, but we don't really have a one to one mapping from point attribute to a vertex in Unity like in Houdini. Also, the Unity plugin has no concept of point outputs.
TL;DR I don't know of a way to use point attributes to achieve what you're looking to do. I recommend just doing everything in an FBX file, which is not specific to Houdini Engine so you might get better advice on how to do that elsewhere.
Another option you might be thinking is to just export a static mesh in your HDA, and try to "get the points with the point attributes in Unity", and link it with your facial capture program. This might be possible, but it would require a complex custom integration which might be pretty difficult because HoudiniEngine splits the outputs into parts. In other words, the point attribute exists, but we don't really have a one to one mapping from point attribute to a vertex in Unity like in Houdini. Also, the Unity plugin has no concept of point outputs.
TL;DR I don't know of a way to use point attributes to achieve what you're looking to do. I recommend just doing everything in an FBX file, which is not specific to Houdini Engine so you might get better advice on how to do that elsewhere.
Houdini Engine for Unity » What is the right way to create a new HEU_InputInterface?
- anthonyt2
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Hi, I don't think it's possible to easily add it to the UI without messing with the editor code. If you make your own interface, UNITY_MESH should always work as the input type. (untested but I think even if it is default priority?) I discussed it a tiny bit in the documentation: https://www.sidefx.com/docs/unity/_inputs.html [www.sidefx.com] : "All other Input Objects are treated as a special case of the UNITY_MESH option. In other words, if you set the input type to UNITY_MESH, we will marshall Terrain data with default options if it is identified as a Terrain object."
If you really want to add your input interface to the dropdown list UI (Which I don't recommend because it requires modifying the plugin code), the Tilemap is the simplest example right now. If you manage to write an extension to do this more easily, please let me know and I can consider for an RFE.
If you really want to add your input interface to the dropdown list UI (Which I don't recommend because it requires modifying the plugin code), the Tilemap is the simplest example right now. If you manage to write an extension to do this more easily, please let me know and I can consider for an RFE.
Houdini Engine for Unity » [Bug] Linux builds missing files in 18.5.567-18.5.596
- anthonyt2
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Hi! It has come to my attention that the 18.5.567-18.5.596 Linux builds are missing critical files for the Unity plugin. If you are experiencing these issues, please download these prebuilt files for 18.5.596 while we investigate.
Houdini Engine for Unity » Point normals with Vertex normals
- anthonyt2
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Glad you figured it out! You might have gotten a quicker response if you posted in the general Houdini forums as this is not specific to Unity: https://www.sidefx.com/forum/3/ [www.sidefx.com]
Houdini Engine for Unity » Reverting overrides on instances
- anthonyt2
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Sounds like there might be a bug somewhere here. Can you file a bug report with an example HDA to make sure? https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com]
Houdini Engine for Unity » session sync is unusable, frequent crashes/freezing
- anthonyt2
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Hi, can you be a little more specific on your reproduction steps, and maybe file a bug report?
Houdini Engine for Unity » Output Geo AND point cloud for instancing in Unity
- anthonyt2
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This has been resolved internally. If anyone is running into this issue, then here are the notes:
- Do not enable the option "Plugin Settings > Split Geos By Group" with unity_instance. It is a deprecated option, and seems to not be compatible.
- To split your geometry, instead pack each group of objects separately using the pack node.
- There was an issue where this solution didn't work when you had both packed instances and unity_instances at the same time. This bug should be resolved in Houdini 18.5.597.
- Do not enable the option "Plugin Settings > Split Geos By Group" with unity_instance. It is a deprecated option, and seems to not be compatible.
- To split your geometry, instead pack each group of objects separately using the pack node.
- There was an issue where this solution didn't work when you had both packed instances and unity_instances at the same time. This bug should be resolved in Houdini 18.5.597.
Houdini Engine for Unity » Send Point and not Mesh
- anthonyt2
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Similar to OliverStock, I'm not sure if I fully understand what you're trying to do, but I don't think there is currently a way to output raw points as empty gameObjects for example. However, you can have an HDA that output points in Houdini (which will have no physical representation in Unity), and use it as an HDA input back to Houdini as points.
Houdini Engine for Unity » HEU_ScriptParameterExample
- anthonyt2
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Hey, if you look into the script, you'll see that it's a playmode script for some reason. If you hit play on the editor, it should move. Let me know if it still doesn't work. Note that this doesn't necessarily mean that we support Houdini Engine at runtime.
Houdini Engine for Unity » Scattering Trees and Details on Unity Terrain
- anthonyt2
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For people still experiencing this problem, I added the point attribute "unity_hf_tile" in Houdini 18.5.589 to specify which tile unity_instance should be applied on: https://www.sidefx.com/docs/unity/_attributes.html [www.sidefx.com]
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