Search - User list
Full Version: Passing custom attributes to and back from Houdini
Root » Houdini Engine for Unity » Passing custom attributes to and back from Houdini
tzuchien_chiu
We plan to pass bone weights and indices with custom attributes to Houdini PolyReduce node, and update the output Unity mesh by these custom attributes in the post cook function.

The custom attributes do survive the trip from Houdini, but it's impossible to update the output mesh write the custom attributes because theĀ plugin reindicesĀ and combines the submeshes.

We may fetch the custom attributes in the post cook function, but the custom attributes are returned as an array in the order of original vertices or points before reindexing.

We have thought about some workarounds:
1. Passing the bone weights and indices via unused standard attributes. The candidates are color, uv2, and uv3 (the plugin supports only 3 UVs), and we need two 4-element-vectors. This approach doesn't work if all the standard attributes are occupied.
2. Modifying the plugin code. In this case we would like to make a contribution, but I'd like to know whether you have already planned it already, or whether you already have some general design in mind.

The new feature Attribute Store (18.0.311) doesn't resolve this problem neither.
seelan
2nd options seems the best. Feel free to make the contribution directly here, or via the github page: https://github.com/sideeffects/HoudiniEngineForUnity [github.com]
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Powered by DjangoBB