Your practices for making multi app UI for Houdini Engine

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Hi.

Lately I've been looking for solution to make UI of HDA as universal as it can only be for more than one application with Houdini Engine.

UI that I make for Houdini looks kinda OK in Unity, shity in Maya, really bad in UE4.

I can solve problem of Unity UI by introducing check for some variable, for example “IN_HOUDINI”, that I will set in editor, so once Houdini engine loads asset it will not detect this variable and will turn on different UI and/or modify some settings on controls.
But that works for Houdini <=> Unity combo and once you try to load it into Maya or UE4, variable trick fails.

I wrote RFE with request to add some type of preset system for parameters, so we could, for example, take existing parameters and modify their settings, this would make completely new preset, and each preset would be called only when Houdini Engine would detect that it loads asset into correct environment.

It would look like this:

_root
|
|_UnityPreset
| |_Parm1
| |_Parm2
| |_Parm3
|
|_UE4Preset
| |_Parm1
| |_Parm2
| |_Parm3
|
|_MayaPreset
| |_Parm1
| |_Parm2
| |_Parm3
|
|_Cinema4DPreset
|_Parm1
|_Parm2
|_Parm3


Each Preset represents the same parameters, with the same names etc. but other options set, like visibility, joinNext etc., and each parameter set would be only visible once it's loaded into correct version of Houdini Engine. The preset folders wouldn't be visible, only parameters that are inside them. They would be special kind of container that is used only for setting new preset. And SESI would have to add some variable for each HEngine version, so it could know which UI it has to load. But I got response that it would complicate things to much.

So, what are your practice fir making UI look good in more than one application? What you do if you want to have something that works and looks equally good in all, UE4/Unity/Maya/Cinema4d?
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