Hi,
I'm using the Vertex Animation Tool to export a large destruction animation to UE4. Unfortunately, on the first frae of the animation, most of the chunks seem disconnected and just a little bit off. They don't line up properly, so it breaks the illusion that the large structure is slowly falling to pieces.
Is there a way to make this more accurate? I have turned on full precision UVs in my models, and it looks like vertex color is exporting correctly (I think- at least, every chunk seems to have it's own color). I've also turned off normalizing from zero to one. I thought it might be a limitation caused by the size of my geometry, but I've seen this problem on much smaller sims, too. Is there anything else I can try?
Thank you!
Brian Kohrman
Found 40 posts.
Search results Show results as topic list.
Houdini for Realtime » How to make Rigid Vertex Animation more accurate in UE4
- bkohrman
- 40 posts
- Offline
Houdini for Realtime » RBD to FBX Error
- bkohrman
- 40 posts
- Offline
Houdini for Realtime » RBD to FBX Error
- bkohrman
- 40 posts
- Offline
Houdini for Realtime » RBD to FBX Error
- bkohrman
- 40 posts
- Offline
Thanks for the response!
Yes, I'm running Houdini 16. Is that a problem? I did have the RBD to FBX tool working around couple weeks ago, and I was running 16 then, too. I really don't know what changed.
Yes, I'm running Houdini 16. Is that a problem? I did have the RBD to FBX tool working around couple weeks ago, and I was running 16 then, too. I really don't know what changed.
Houdini for Realtime » RBD to FBX Error
- bkohrman
- 40 posts
- Offline
Hi,
I have been trying to get use the RBD to FBX tool, and I'm running into a problem I don't understand. I've had this working in the recent past, so I don't know if something has changed, or if I'm doing something wrong.
For a simple test, I created a box, shattered it, and made it a rigid body using shelf buttons. I also translated it upward and added a ground plane. The simulation runs and looks correct.
At the object level, I select the AutoDopNetwork and click the RBD to FBX button. It creates a new node in the out context called rop_rbd_to_fbx1. It has these warnings:
Warning
Skipping unrecognized parameter “createsubnetroot”.
Warning
Skipping unrecognized parameter “pr”.
Warning
Skipping unrecognized parameter “pr”.
Message
/out/rop_rbd_to_fbx1/filmboxfbx1
Message
/out/rop_rbd_to_fbx1/objnet1
Message
/out/rop_rbd_to_fbx1/objnet1/FBX_EXPORT
If I click Render, I also get the following Error:
Error
Error rendering child: /out/rop_rbd_to_fbx1/shell1
Does anyone have any idea what is causing this? I'm getting it even in the simplest simulations. I'm running Houdini 16.0.633, and I have tried the latest versions of both Stable and Development branches of the Game Development Tools. I get the same results with both.
Thank you!
Brian Kohrman
I have been trying to get use the RBD to FBX tool, and I'm running into a problem I don't understand. I've had this working in the recent past, so I don't know if something has changed, or if I'm doing something wrong.
For a simple test, I created a box, shattered it, and made it a rigid body using shelf buttons. I also translated it upward and added a ground plane. The simulation runs and looks correct.
At the object level, I select the AutoDopNetwork and click the RBD to FBX button. It creates a new node in the out context called rop_rbd_to_fbx1. It has these warnings:
Warning
Skipping unrecognized parameter “createsubnetroot”.
Warning
Skipping unrecognized parameter “pr”.
Warning
Skipping unrecognized parameter “pr”.
Message
/out/rop_rbd_to_fbx1/filmboxfbx1
Message
/out/rop_rbd_to_fbx1/objnet1
Message
/out/rop_rbd_to_fbx1/objnet1/FBX_EXPORT
If I click Render, I also get the following Error:
Error
Error rendering child: /out/rop_rbd_to_fbx1/shell1
Does anyone have any idea what is causing this? I'm getting it even in the simplest simulations. I'm running Houdini 16.0.633, and I have tried the latest versions of both Stable and Development branches of the Game Development Tools. I get the same results with both.
Thank you!
Brian Kohrman
Edited by bkohrman - 2018年4月19日 13:36:20
Houdini for Realtime » UE4- Importing Static Fracture Mesh creates many extra material slots
- bkohrman
- 40 posts
- Offline
Houdini Learning Materials » Best way to learn Pyro in Houdini 16?
- bkohrman
- 40 posts
- Offline
Hi,
I've found quite a bit of information on learning Pyro in Houdini 15, but not much for 16. Unfortunately, it looks like quite a bit changed between 15 and 16, and I'm ahving trouble following some tutorials, especially the parts about the Pyro shader. Can anyone recommend resources for learning Pyro from scratch in Houdini 16?
Thank you!
Brian Kohrman
I've found quite a bit of information on learning Pyro in Houdini 15, but not much for 16. Unfortunately, it looks like quite a bit changed between 15 and 16, and I'm ahving trouble following some tutorials, especially the parts about the Pyro shader. Can anyone recommend resources for learning Pyro from scratch in Houdini 16?
Thank you!
Brian Kohrman
Houdini for Realtime » UE4- Importing Static Fracture Mesh creates many extra material slots
- bkohrman
- 40 posts
- Offline
Houdini for Realtime » UE4- Importing Static Fracture Mesh creates many extra material slots
- bkohrman
- 40 posts
- Offline
I'm still working on using Houdini to create Static Fracture Meshes for use with UE4's Dynamic Destruction Mesh (DDM) system. I now have them importing correctly except for one thing. When I use the “Import FBX Chunks” button in the DDM editor, it generates tons of extra material slots. It looks like it's generating one slot per material for every piece. That adds up to a LOT of material slots, to the point that it's really hard to apply materials correctly.
If I import the same file as a static mesh, I get the correct number of material slots.
It looks to me like this might be an Unreal import problem, but at least one post from a staff member at Epic suggested I might have to fix it by changing the way I export the FBX. Here's that post:
https://udn.unrealengine.com/questions/355004/fbx-import-in-destructible-mesh.html [udn.unrealengine.com]
I've also posted about this on UDN, but just in case, do any of you have any idea how to fix this? If we have to fill in 200 material slots on every complex fracture mesh, without knowing which material goes in each slot, it may be prohibitively difficult.
Thanks again for all the help!
Brian
If I import the same file as a static mesh, I get the correct number of material slots.
It looks to me like this might be an Unreal import problem, but at least one post from a staff member at Epic suggested I might have to fix it by changing the way I export the FBX. Here's that post:
https://udn.unrealengine.com/questions/355004/fbx-import-in-destructible-mesh.html [udn.unrealengine.com]
I've also posted about this on UDN, but just in case, do any of you have any idea how to fix this? If we have to fill in 200 material slots on every complex fracture mesh, without knowing which material goes in each slot, it may be prohibitively difficult.
Thanks again for all the help!
Brian
Houdini Engine for Unreal » Fracture Simulation and Chunks Materials
- bkohrman
- 40 posts
- Offline
Yes, I've tried both methods and have them working for animated destruction sequences. They are awesome! For this, however, I'm not try to import animations, just static mesh chunks to be used with Unreal's dynamic destruction mesh system. I don't currently know of any alternative methods for dynamic destruction using in-game physics. I've heard the material slot problem MIGHT be fixed in 4.19, so I guess I'll have to download it and try it out.
Thanks for the response!
Brian
Thanks for the response!
Brian
Houdini Engine for Unreal » Fracture Simulation and Chunks Materials
- bkohrman
- 40 posts
- Offline
Hi, Antonio, did you ever get this figured out? I'm having the same problem when I import a fractured mesh from Houdini. This only happens when I import chunks for a dynamic fracture mesh, but not when I just import a static mesh from the same file. I would love to find a solution!
Thanks,
Brian
Thanks,
Brian
Houdini for Realtime » How to fracture imported mesh without splitting it into pieces?
- bkohrman
- 40 posts
- Offline
Thank you, Mike! I was able to get this working. For my simple fracture test:
1) I made 4 boxes in the shape of wooden fence posts and merged them.
2) I scattered points on the fence, and I added an i@cluster attribute to each point that was equal to @ptnum.
(My code in the point wrangle: “i@cluster = @ptnum;”)
3) I used those points to fracture the merged fence mesh, and transferred the cluster attribute to the primitives using the voronoi node.
4) I changed each primitive's name to be the same for each cluster.
(My code in the prim wrangle: “s@name = ”piece“ + itoa(i@cluster);”)
I then used the Static Fracture Mesh tool on the final node using the Piece Name export mode, and exported an FBX. It worked perfectly in UE4. Thank you again for the help!
NOTE: I did NOT used packed geometry. I wasn't able to get the packed geometry method working yet.
1) I made 4 boxes in the shape of wooden fence posts and merged them.
2) I scattered points on the fence, and I added an i@cluster attribute to each point that was equal to @ptnum.
(My code in the point wrangle: “i@cluster = @ptnum;”)
3) I used those points to fracture the merged fence mesh, and transferred the cluster attribute to the primitives using the voronoi node.
4) I changed each primitive's name to be the same for each cluster.
(My code in the prim wrangle: “s@name = ”piece“ + itoa(i@cluster);”)
I then used the Static Fracture Mesh tool on the final node using the Piece Name export mode, and exported an FBX. It worked perfectly in UE4. Thank you again for the help!
NOTE: I did NOT used packed geometry. I wasn't able to get the packed geometry method working yet.
Edited by bkohrman - 2018年4月3日 12:08:04
Houdini for Realtime » How to fracture imported mesh without splitting it into pieces?
- bkohrman
- 40 posts
- Offline
I was watching this video from GDC last year about Booleans:
https://vimeo.com/228248086 [vimeo.com]
I discovered I can union a bunch of geometry together WITHOUT all the for loops. Just plug your merged geometry into the boolean, and select “Union”. Well, that makes it a lot easier! But I'm sure all of you already knew that…
https://vimeo.com/228248086 [vimeo.com]
I discovered I can union a bunch of geometry together WITHOUT all the for loops. Just plug your merged geometry into the boolean, and select “Union”. Well, that makes it a lot easier! But I'm sure all of you already knew that…
Houdini for Realtime » How to fracture imported mesh without splitting it into pieces?
- bkohrman
- 40 posts
- Offline
I'm currently fracturing meshes that were built in other programs. What is the best way to have the fracture NOT separate the original mesh into it's component pieces? For example, if I fracture a wooden door made up of separate planks, how can I break it only along the voronoi fracture lines, and NOT break the individual planks apart?
This is important because UE4 interprets a mesh fractured in this way as way too many pieces for my needs. If you use an exploded view node, you'll see exactly what I mean. UE4 explodes the mesh in the same way.
One way I have gone about this is to do my initial fracture, then add a cluster attribute to the primitives. I then run a for each loop over each cluster, and that booleans/unions the pieces in each cluster together (with another for each loop, running over each piece), then I change the name attribute on each primitive to be the same per cluster. It felt clunky, but it worked. UE4 interpreted my new clusters as connected chunks.
Is there a better way to do this? I feel like there should be a checkbox in the Voronoi Fracture node that asks whether or not to split up the original mesh along it's own seams.
I'm using Houdini 16.0.
Thank you!
This is important because UE4 interprets a mesh fractured in this way as way too many pieces for my needs. If you use an exploded view node, you'll see exactly what I mean. UE4 explodes the mesh in the same way.
One way I have gone about this is to do my initial fracture, then add a cluster attribute to the primitives. I then run a for each loop over each cluster, and that booleans/unions the pieces in each cluster together (with another for each loop, running over each piece), then I change the name attribute on each primitive to be the same per cluster. It felt clunky, but it worked. UE4 interpreted my new clusters as connected chunks.
Is there a better way to do this? I feel like there should be a checkbox in the Voronoi Fracture node that asks whether or not to split up the original mesh along it's own seams.
I'm using Houdini 16.0.
Thank you!
Houdini for Realtime » Can't get Static Fracture Export tool working
- bkohrman
- 40 posts
- Offline
Thanks, Paul!
With your changes, I was able to get my object imported as a Dynamic Fracture Mesh in UE4. Materials and normals seem to be working correctly. The mesh still came in rotated 90 degrees on the X axis, but I think that has something to do with the odd way you have to import dynamic meshes. I worked around it by rotating the mesh in the opposite direction before exporting.
With your changes, I was able to get my object imported as a Dynamic Fracture Mesh in UE4. Materials and normals seem to be working correctly. The mesh still came in rotated 90 degrees on the X axis, but I think that has something to do with the odd way you have to import dynamic meshes. I worked around it by rotating the mesh in the opposite direction before exporting.
Houdini for Realtime » Can't get Static Fracture Export tool working
- bkohrman
- 40 posts
- Offline
Houdini for Realtime » Can't get Static Fracture Export tool working
- bkohrman
- 40 posts
- Offline
Thanks, Mike, turning on “Convert Scene” in the fbx import dialogue seems to have fixed it. I had thought that was on, but I guess it wasn't.
I will have to mess with the PhysX tool and see what I can get working.
I will have to mess with the PhysX tool and see what I can get working.
Houdini for Realtime » Can't get Static Fracture Export tool working
- bkohrman
- 40 posts
- Offline
Thanks for the info, Paul! I really appreciate it! Packing the geometry with an assemble sop did indeed allow me to export the pieces using the Static Fracture Export, and I was able to import it to Unreal. The orientation was not correct, though, and I did try setting the Transform Order on the FRACTURE_CONTAINER to Rx Rz Ry. Is there a way to fix that?
Side question- if I fracture a mesh, do you know a way to group some of the chunks so Unreal acts as if they were one pieces? Sorry if these are rookie questions!
Thanks again!
Brian
Side question- if I fracture a mesh, do you know a way to group some of the chunks so Unreal acts as if they were one pieces? Sorry if these are rookie questions!
Thanks again!
Brian
Houdini for Realtime » Can't get Static Fracture Export tool working
- bkohrman
- 40 posts
- Offline
OK, I got the tool working on one very simple test with a fractured box. However, I tried again on my fractured geometry, and I got the same error as before. I then created a new file and tried it on a simple fractured sphere, and again got the error.
When I get this error, the tool still creates a “FRACTURE_CONTAINER” node in the obj context, but there is not geometry in it.
Are there special requirements for how the geometry needs to be set up? I can't tell what was different in the one version I got working.
When I get this error, the tool still creates a “FRACTURE_CONTAINER” node in the obj context, but there is not geometry in it.
Are there special requirements for how the geometry needs to be set up? I can't tell what was different in the one version I got working.
Houdini for Realtime » Can't get Static Fracture Export tool working
- bkohrman
- 40 posts
- Offline
Hi, I'm trying to create fractured meshes for dynamic destruction in UE4. When I select my mesh and hit the “Static Fracture Export” shelf button, I get the static fracture export sop attached below my mesh, as expected. When I hit the “Create Container” button, though, I get an error:
“Error Running Callback:
Traceback (most recent call last):
File ”<stdin>“, line 1, in <module>
File ”opdef:gamedev:op/sop_static_fracture_export?PythonModule“, line 12, in generateGeometry
File ”CPROGRA~1/SIDEEFF~1/HOUDIN~1.633/houdini/python2.7libs\hou.py“, line 38825, in attribValue
return _hou.Point_attribValue(*args)
OperationFailed: The attempted operation failed.”
I'm pretty new to Houdini, so I'm probably doing something wrong. Is this the kind of error I'd get if I haven't installed the tools properly? Or, maybe I'm just using it incorrectly? If anyone can help me get this working, I'd really appreciate it!
Side note- I notice a ton of new Game Dev Tools listed for 16.5. I assume I have to have Houdini 16.5 in order to use those, correct?
Thanks!
Brian
“Error Running Callback:
Traceback (most recent call last):
File ”<stdin>“, line 1, in <module>
File ”opdef:gamedev:op/sop_static_fracture_export?PythonModule“, line 12, in generateGeometry
File ”CPROGRA~1/SIDEEFF~1/HOUDIN~1.633/houdini/python2.7libs\hou.py“, line 38825, in attribValue
return _hou.Point_attribValue(*args)
OperationFailed: The attempted operation failed.”
I'm pretty new to Houdini, so I'm probably doing something wrong. Is this the kind of error I'd get if I haven't installed the tools properly? Or, maybe I'm just using it incorrectly? If anyone can help me get this working, I'd really appreciate it!
Side note- I notice a ton of new Game Dev Tools listed for 16.5. I assume I have to have Houdini 16.5 in order to use those, correct?
Thanks!
Brian
-
- Quick Links