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Houdini Lounge » New tools in Max. Your two cents please...
- Anonymous
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Couple MCG videos => http://www.elarasystems.com/insights/case-studies/elara-labs/ [elarasystems.com]. It looks slow and it evaluates to f*cking Maxscript. Bleee…
Houdini Lounge » New tools in Max. Your two cents please...
- Anonymous
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grayOlorin
from people who have never opened Houdini
I've seen comments like this from people who opened Houdini more than couple times, soo…
It's funny that people thinks that just because something have nodes, that means it's like Houdini, while in Houdini nodes are just primary interface, and what makes Houdini a“Houdini” are those all other small things, like MMB on node to get info, interaction between all those contexts, expressions in all places etc. If I was interested only in nodes, Realflow would be more than enough for me.
Houdini Engine for Unity » Animations Export to Unity
- Anonymous
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You can find GallenWolf (author of linked video) on Odforce => http://forums.odforce.net/user/1921-gallenwolf/ [forums.odforce.net] and on this forum, if you need more questions.
Houdini Learning Materials » Measuring distance (to trigger Chops audio)
- Anonymous
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I think that you could also get those two points together in one CHOP as static and when you delete ty* and tz* channels, you will have two keys, and you can then check when they have equal position, then generate sound.
Houdini Learning Materials » Measuring distance (to trigger Chops audio)
- Anonymous
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I think you can import points directly to CHOPS, use MathCHOP set to CombineCHOPs=>Length, to get distance between points, and then trigger sound based on this data.
Houdini Learning Materials » Houdini Indie to UE4 or Unity
- Anonymous
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Before the March FBX fix, when I tried to import simple tube with two bones and animation as a Generic rig into Unity, it didn't worked. But after the FBX changes it works. Also, if you setup you character how Unity docs says, you could import it into unity as Humanoid rig and it will also work => http://wolfbrother.blogspot.com/2015/02/houdini-unity-ftw.html [wolfbrother.blogspot.com]
Houdini Lounge » Post your favourite Wrangle SOP presets
- Anonymous
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Houdini Engine for Unreal » UE4 Houdin Engine on Linux
- Anonymous
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MADjestic
Together with my colleagues, we are using HE in real production, both tool-makers and artists for a little over a year now, so no assumptions are necessary.
You are a naughty dog
EDIT: Wrong company, Guerrilla Games. I always mistake those two companies. Don't know why.
MADjestic
I don't understand what you mean by “installing DLL vs compiling yourself.”
Lets assume that I have zero coding knowledge. Can I just install OpenSuse, run Setup.sh and it will work? Or do I have to use make files? Will I have to bother with installing some other libraries? Are there no problems with building a game?
Looking at this =>
https://wiki.unrealengine.com/Building_On_Linux [wiki.unrealengine.com] I think that non technical guy may encounter problems that he/she may not solve. Based on this, I think from user perspective it's a lot easier to just get Windows/Mac version of already officially supported UE4.
For example, some time ago there was a problem with building a game from custom compiled UE4. You could solve this but you had to mess a little the engine. On the other hand there was no problem with building a game on compiled version of the engine.
Those are the problems I'm thinking about when I say it's easier to install DLL of the HEngine than build it from source.
BTW. Is there
$HFS/engine/4.7/HoudiniEngine
in Linux version of Houdini?
Houdini Engine for Unreal » UE4 Houdin Engine on Linux
- Anonymous
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Look, from the user perspective, there's no difference between compiling and installing binaries.
I think that for artist that uses Zbrush + some other modeling tool + texturing tool there is a big difference between installing DLL vs compiling yourself. If there wasn't, people would move to Linux long time ago.
Go to https://www.unrealengine.com/dashboard [unrealengine.com] and show me where it says that you can download Linux version? I can't see it there. That tells me that editor on Linux is still not officially supported.
From what I know there is one Epic dev working on Linux version and that there is a working version of editor for Linux is because of community effort.
It's like with Unity 5 64-bit editor. We didn't get access to HEngine version for it till there was official version of Unity 5 available for everyone.
I doubt that. It is a quick-prototyping framework for tool-makers.
In all GDC movies I have seen they mention artist many times, not tool makers. That's why I assume that it's targeted as artist tool.
Now, to finish this talk before I will get on your nerves even more , I think that once UE4 HEngine will go out of beta, SESI will release plugin source code with instructions and you will have possibility to compile it for whatever you want. Actually, if you are so impatient, you can go to:
$HFS/engine/4.7/HoudiniEngine
Source code is there. Readme.md is there. Maybe you will have luck installing it.
And as I said in previous post, lets wait for SESI guys. I'm sure they will have better explanation of why there is no HEngine for Linux than my assumptions.
Peace!
Houdini Engine for Unreal » Uknown extension
- Anonymous
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Malo Sal
1)why the Houidini support is not fixing or addressing this and
Engine is in Beta. If you find a bug, and you got some confirmations from other users, go to Support => Submit bugs and RFEs, which you can find in menu of this site, and then just log the bug.
Houdini Engine for Unreal » UE4 Houdin Engine on Linux
- Anonymous
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Yes, I understand. But there is no option to download Linux ready UE4. You NEED to compile it YOURSELF. While for Windows and Mac you can just download working engine.
Houdini Engine is marketed as a artists tool, not programmers tool. And then there is a problem of not many game studios or architects using Linux (there is a song in my country called “Less then zero” ). And then there is problem of game tools from which around 99% is Windows only. And then there is problem of a lot worse graphic cards support. And so on… All those things are not something artists would like to bother with.
So from my perspective, it seems kinda logical to not support platform which is not important. And just because someone can compile it for Linux doesn't change that. I can compile many Mac things on Windows too, but that doesn't mean that Mac stuff will automatically gets supported on Windows.
But lets wait what SESI guys will tell about it. Maybe they will add this possibility later on, when they will (hopefully) publish source code for UE4 plugin like they did for Unity & Maya plugins.
Cheers!
Houdini Engine is marketed as a artists tool, not programmers tool. And then there is a problem of not many game studios or architects using Linux (there is a song in my country called “Less then zero” ). And then there is problem of game tools from which around 99% is Windows only. And then there is problem of a lot worse graphic cards support. And so on… All those things are not something artists would like to bother with.
So from my perspective, it seems kinda logical to not support platform which is not important. And just because someone can compile it for Linux doesn't change that. I can compile many Mac things on Windows too, but that doesn't mean that Mac stuff will automatically gets supported on Windows.
But lets wait what SESI guys will tell about it. Maybe they will add this possibility later on, when they will (hopefully) publish source code for UE4 plugin like they did for Unity & Maya plugins.
Cheers!
Houdini Engine for Unreal » UE4 Houdin Engine on Linux
- Anonymous
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Is there official version of UE4 for Linux? I see only Win and Mac ready for download on www.unrealengine.com [unrealengine.com].
Yeah, I know that you can play with compiling some branch, but this is for people who likes to get dirty with insides if UE4.
Yeah, I know that you can play with compiling some branch, but this is for people who likes to get dirty with insides if UE4.
Houdini Engine for Unreal » Welcome!
- Anonymous
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You can create new assets only in Houdini. Houdini Engine can only execute already existing ones.
HEngine for 3dsmax is still not even in Beta, so there is no possibility to test it. You can ask SESI directly, maybe they will enroll you to testing list.
HEngine for 3dsmax is still not even in Beta, so there is no possibility to test it. You can ask SESI directly, maybe they will enroll you to testing list.
Houdini Engine for Unreal » Welcome!
- Anonymous
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Сергей Катаев
What about if I'm a 3ds max user, but I need procedural workflow for my base models, and finally put them to unreal via houdini engine.
o_O
As I understand, you want to export you base models to Houdini, modify them there and send to UE4?
Or
Import Houdini tools into 3dsmax, modify base models, export them to UE4 and still maintain procedural tools?
SI Users » Equivalents to Softimage
- Anonymous
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Technical Discussion » Q: - General Python help !
- Anonymous
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# select OBJ node
sel = hou.selectedNodes()
# get children as list instead of standard tuple
childs = list(sel.children())
# remove from list and destroy node by using list comprehension as a filter
sel = hou.selectedNodes()
# get children as list instead of standard tuple
childs = list(sel.children())
# remove from list and destroy node by using list comprehension as a filter
Houdini Indie and Apprentice » Indie > Unity FBX Rig Import Issues
- Anonymous
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Technical Discussion » OTL PythonModule Error
- Anonymous
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If we can't see the code, how we can debug it? You need person which had similar problem recently. I myself don't remember when was the last time I had problem when accessing Python module. Probably some freshmen problems. Upload asset if you can, or at least stripped enough version so we could test.
Houdini Indie and Apprentice » HDA: Multiple input groups, each containing several inputs?
- Anonymous
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Make sure that you removed original Indie OTL from Houdini scan path, otherwise it will always load Indie version of the OTL.
Houdini Lounge » Setting global animation range with python/hscript
- Anonymous
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Ben Andersen
I don't think the printf style formatting is going away in python 3.
https://docs.python.org/3/library/stdtypes.html#printf-style-string-formatting [docs.python.org]
Python 3 just introduces a more flexible alternative to it as well.
PEP 3101: Advanced String Formatting. Note: the 2.6 description mentions the format() method for both 8-bit and Unicode strings. In 3.0, only the str type (text strings with Unicode support) supports this method; the bytes type does not. The plan is to eventually make this the only API for string formatting, and to start deprecating the % operator in Python 3.1.
https://docs.python.org/3.1/whatsnew/3.0.html [docs.python.org]
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