goldfarb
put the .shelf tool in your $HOME/houdini17.0/toolbar directory
then in Houdini you should be able to add it to one of the existing shelf sets.
Thank u very much Goldfarb! And also many thanks to @friedasparagus! the shelf tool works, and I've achieved partially success while exporting.
Speak in detail.
1. The FBX generated from the shadow_rig tool can be recognized by Unity now, and it's controller hierarchy is (I assume) correct. I compared it by another animated character FBX created in Maya and exported to Unity and happily see their hierarchies are the same.
2. Also, the animation take contained in this pig FBX, whose bones created in Houdini (recognized as controllers in Unity and have the right hierarchy) have keyframes that can be seen in Unity's Animation window (I made the bake constraints operation on all my bones before exporting).
But the geo still remains static, seems that the deforming information still cannot read by Unity.
I tried RobW's method of export 2 FBXes, one is static bone system together with geo, the other is merely the baked bone system. Anim takes of both also have keyframes, but both are static in Unity's animation preview window.
I also tried several operation combinations in the output node such as enable Force Skin Deform Export and Export Deforms as Vertex Caches, and several combinations among them, no luck. I've searching for all day but still cannot find a method for solving this last problem.
I tried import this FBX to Maya, all is ok. Seems Maya can read the FbxCacheExport correctly.
What shall I do next?