I've added documentation on how the plugin can be used programmetically here: https://www.sidefx.com/docs/unity/_plugin_a_p_i.html [www.sidefx.com]
Also added in Houdini build 16.5.612 is a new example (Plugins/HoudiniEngineUnity/Scripts/Examples/HEU_ScriptMeshInputUVLayoutExample.cs) that shows how to create an input node, upload mesh data from selected gameobjects, connect to a new UV Layout node, and generate the output mesh into a new gameobject, or replace the original's mesh and materials. You can build on this example to process meshes in the entire scene which has been requested a few times.
Using the plugin programmetically (plugin API)
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- TwinSnakes007
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For C++ or C#?
There is some info here http://www.sidefx.com/docs/hengine/_h_a_p_i__integration.html [www.sidefx.com]
There is some info here http://www.sidefx.com/docs/hengine/_h_a_p_i__integration.html [www.sidefx.com]
- TwinSnakes007
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- seelan
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Attached is a sample program to use Houdini Engine API (HAPI) via C# and Visual Studio. Lots of comments in it, especially the header part which describes how to set up in VS.
In summary, you don't need to do any special setup in VS except set platform target to x64. The HAPI libraries are loaded at runtime via DLLImports, which should work as long as the PATH environment is setup, which the sample shows how.
In summary, you don't need to do any special setup in VS except set platform target to x64. The HAPI libraries are loaded at runtime via DLLImports, which should work as long as the PATH environment is setup, which the sample shows how.
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