The UE5 plugin doesn't seem to want to cook... and it also fails to create a session.
I tried setting the custom location but that doesn't seem to help...
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- decksounds
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Houdini Engine for Unreal » FBX doesn't export morphs or skeleton
- decksounds
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I've been trying to get my rigged mesh over into the engine for a few days but I can't seem to get both the morph targets and the skeleton to show up.
If I export from the file menu I can get the morphs but there is no skeleton in UE4.
If I export from the fbx rop I can get the skeleton but no morphs.
The same thing happens with the character export node.
I am not modifying the mesh after the morphs so it should be FBX compliant, and I am using fbx2016 and am forcing the morphs at export.
If I export from the file menu I can get the morphs but there is no skeleton in UE4.
If I export from the fbx rop I can get the skeleton but no morphs.
The same thing happens with the character export node.
I am not modifying the mesh after the morphs so it should be FBX compliant, and I am using fbx2016 and am forcing the morphs at export.
Edited by decksounds - 2021年6月14日 13:18:47
Houdini Engine for Unreal » KineFX Livelink rotations/scale wrong in UE4
- decksounds
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I was able to get the two programs to talk to each other but when the livelink is active the skeletal mesh shrinks down to 1/100th scale and some of the rotations are off. I tried correcting for it with an animation blueprint in UE4 but no luck getting it perfect.
Any help would be greatly appreciated, I could easily have missed a step somewhere but I've tried everything I can think of like transform nodes, units settings, reimporting at a larger scale, etc. but no luck.
Any help would be greatly appreciated, I could easily have missed a step somewhere but I've tried everything I can think of like transform nodes, units settings, reimporting at a larger scale, etc. but no luck.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- decksounds
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Does anyone know how to get the units/scene scale to correlate between Houdini an Unreal with the kinefx livelink?
Everything comes into UE super-tiny... I can see that the link is working because the tiny little bones move but I can't even get close enough to see much more than that.
I've tried transform nodes, unit settings, remiporting the fbx at a different scale, etc. but it all comes in 100x smaller than it should.
Everything comes into UE super-tiny... I can see that the link is working because the tiny little bones move but I can't even get close enough to see much more than that.
I've tried transform nodes, unit settings, remiporting the fbx at a different scale, etc. but it all comes in 100x smaller than it should.
Technical Discussion » Look at constraint with Kinefx
- decksounds
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I want to rig my eyes on my character to look at a target/control... I looked at the the documentation but I can't wrap my head around it. Can someone point me in the right direction, I know it's new but I'm really just looking for a basic example.
Thanks!
Thanks!
Houdini Engine for Unreal » How do I use the Gaea Tor Processor with Houdini Engine?
- decksounds
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Great news!
It works with the new Houdini Live Link!
I have no clue why it doesn't work the old fashioned way but this is awesome.
It works with the new Houdini Live Link!
I have no clue why it doesn't work the old fashioned way but this is awesome.
Houdini Engine for Unreal » How do I use the Gaea Tor Processor with Houdini Engine?
- decksounds
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I just read something about having to do something special to deal with the dependencies that arise when using an HDA with one or more other HDA's nested within each other.
It said something about an $HOUDINI_OTLSCAN_PATH… not really sure how to set that up or if that's even necessary.
I'm starting to wonder if the r.32 that the plugin seems to bring back in is the problem and if I should try to convert it in SOPs… but then again, I just don't know.
It said something about an $HOUDINI_OTLSCAN_PATH… not really sure how to set that up or if that's even necessary.
I'm starting to wonder if the r.32 that the plugin seems to bring back in is the problem and if I should try to convert it in SOPs… but then again, I just don't know.
Edited by decksounds - 2020年11月27日 09:54:58
Houdini Engine for Unreal » Is there a way to use Mask by Feature to drive UE4 textures?
- decksounds
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Houdini Engine for Unreal » How do I use the Gaea Tor Processor with Houdini Engine?
- decksounds
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Okay, so it does seem to be cooking the node but nothing happens in UE4 and it shows the heightfield right up-to the Gaea node.
The results from the tor processor seem to be invisible to Houdini Engine. Do I need to set up the cache on the tor processor differently so the data comes through? Thanks again for any help on this.
The combination of Gaea, Houdini Engine, and UE4 could be a killer workflow for terrain.
UPDATE: I was able to get it to come through by freezing the output node in the HDA, which isn't going to work but it's a start.
Perhaps there's a way to automatically cache the result and read it back with the Houdini Engine plugin?
UPDATE 2: I tried caching the heightmap out and storing it in the HDA with the opdef thing but that's not working either.
The most confusing thing about this is that the height data is there when I middle mouse over the node as if it were any old Houdini heightfield node.
The results from the tor processor seem to be invisible to Houdini Engine. Do I need to set up the cache on the tor processor differently so the data comes through? Thanks again for any help on this.
The combination of Gaea, Houdini Engine, and UE4 could be a killer workflow for terrain.
UPDATE: I was able to get it to come through by freezing the output node in the HDA, which isn't going to work but it's a start.
Perhaps there's a way to automatically cache the result and read it back with the Houdini Engine plugin?
UPDATE 2: I tried caching the heightmap out and storing it in the HDA with the opdef thing but that's not working either.
The most confusing thing about this is that the height data is there when I middle mouse over the node as if it were any old Houdini heightfield node.
Edited by decksounds - 2020年11月27日 07:56:36
Houdini Engine for Unreal » How do I use the Gaea Tor Processor with Houdini Engine?
- decksounds
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It seems like Houdini Engine skips right over the tor processor node when cooking the network. Is there any way to get this up and running? Thanks!
Technical Discussion » How do I increase the resolution of the Gaea Tor Processor?
- decksounds
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I can only get 1024 to and from Gaea. If I change the size or grid spacing on the heightfield node in Houdini, I get an error and the processor will not bake. Is there a trick to this or is it capped at 1k?
UPDATE: I was able to do this by entering \ in the cache directory on the Gaea node. I opened one of the presets and saw that this was done so I did the same in my .tor and I was able to bump the resolution up.
UPDATE: I was able to do this by entering \ in the cache directory on the Gaea node. I opened one of the presets and saw that this was done so I did the same in my .tor and I was able to bump the resolution up.
Edited by decksounds - 2020年11月27日 06:45:57
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- decksounds
- 109 posts
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One thing I am immediately noticing in the beta is that Undo doesn't seem to work with the session sync running. Is there a setting for this?
Houdini Engine for Unreal » Is there a way to use Mask by Feature to drive UE4 textures?
- decksounds
- 109 posts
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Houdini Engine for Unreal » Is there a way to use Mask by Feature to drive UE4 textures?
- decksounds
- 109 posts
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I think this would be really useful on one of my HDA's, is there any way to pull this off?
Thanks!
Thanks!
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- decksounds
- 109 posts
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I second the question eramos10 asks, is there a way to use this in 4.26 or do we have to wait for the final release?
Technical Discussion » Plant guides and Extend brush don't seem to work
- decksounds
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For some reason I can't get the plant guides, extend, or surface brush to work in the guide groom node.
Is this because I am using a hair generate to create the guides?
Any help would be greatly appreciate.
Thanks!
Is this because I am using a hair generate to create the guides?
Any help would be greatly appreciate.
Thanks!
Houdini for Realtime » Will Live Link integration for Unreal be in the future?
- decksounds
- 109 posts
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Now that Epic is providing funding, is there any possibility of creating an integration like Maya has?
Technical Discussion » Exporting Houdini Groom to UE4
- decksounds
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Technical Discussion » Exporting Houdini Groom to UE4
- decksounds
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Can someone point me in the right direction as to how to export the groom alembic for use in UE4 with the new groom setup?
I can't find anything on the forum or elsewhere about this.
Please and thank you!
I can't find anything on the forum or elsewhere about this.
Please and thank you!
Technical Discussion » Random seed value per copy in for each loop
- decksounds
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Thank you so much for the reply! I ended up figuring it out by watching Jeff Wagner's one tutorial. I had to create two metadata nodes and then set the one with the incoming geo to “Fetch Input”. I used it to create the rickety variation on the struts under this dock. Cheers!
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