Hi there,
I'm working on a project where I'll be FBX-ing out characters to Unity.
In the past when I've done this in XSI, I'd make a simple rig out of null objects and bake the main rig animation to that with a key per frame. Then ditch the main rig and export only the simplified version. This works great because I can make the main rig as full on as I want and Unity still just gets a simple version (that's less likely to break).
I'm trying to get this happening in Houdini and I can't find a way to bake animation to a null at a key per frame? Can anyone point me in the right direction with this?
Thanks,
Pete
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Technical Discussion » Baking animation to key per frame
- peteski
- 517 posts
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Technical Discussion » Small wacom gripe...
- peteski
- 517 posts
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Technical Discussion » Small wacom gripe...
- peteski
- 517 posts
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triggering a nice ride to infinity and beyondHehe!
I haven't submitted anything for it, maybe I'll send a report in (on super low priority). Even if there was just an option in prefs somewhere it could be nice.
Technical Discussion » Small wacom gripe...
- peteski
- 517 posts
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Hi All,
Happy new year!
I just wanted to put this out there in case there are any other Houdini/Wacom users. When you middle mouse drag on a value (and get that cool multiplier strip) with a wacom, everything goes totally pair shaped when the curser hits the edge of the screen and the values go off the charts.
It feels like the cursor is continually wrapping around the screen and sending the value out of control. It's just one of those things that gets me all the time, especially since most values (in my layout) are tucked away near the edge of screen
Anyone else had this problem?
Thanks,
Pete
Happy new year!
I just wanted to put this out there in case there are any other Houdini/Wacom users. When you middle mouse drag on a value (and get that cool multiplier strip) with a wacom, everything goes totally pair shaped when the curser hits the edge of the screen and the values go off the charts.
It feels like the cursor is continually wrapping around the screen and sending the value out of control. It's just one of those things that gets me all the time, especially since most values (in my layout) are tucked away near the edge of screen
Anyone else had this problem?
Thanks,
Pete
Technical Discussion » FBX to Unity export issues
- peteski
- 517 posts
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Technical Discussion » FBX to Unity export issues
- peteski
- 517 posts
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Ahh yeah! I'll check it out in the morning, I keep forgetting there are builds always coming out.
Technical Discussion » FBX to Unity export issues
- peteski
- 517 posts
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Wow, that's a bit of a shame. I can't really find a workaround either so I think I'm going to have to do all my character stuff in another package
Technical Discussion » FBX to Unity export issues
- peteski
- 517 posts
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Hi there,
Just getting started with some tests sending rigs and animation to Unity and I'm stuck right away
I have some box objects parented to the bones but when they get FBX'd to unity, they get transformed to the end point of the bone rather than where they are in houdini.
Here are the values in both apps -
The scale seems different too which is a little worrying.
Any ideas why this would happen?
Thanks,
Pete
Just getting started with some tests sending rigs and animation to Unity and I'm stuck right away
I have some box objects parented to the bones but when they get FBX'd to unity, they get transformed to the end point of the bone rather than where they are in houdini.
Here are the values in both apps -
The scale seems different too which is a little worrying.
Any ideas why this would happen?
Thanks,
Pete
Houdini Indie and Apprentice » Baked Texture Seams
- peteski
- 517 posts
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Houdini Indie and Apprentice » Baked Texture Seams
- peteski
- 517 posts
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Hey thanks, looks like the latest works with the example files, and it looks nicer!
Well I still had the same seam issue on the example file but I think I've gotten to the bottom of it. Seems like it only likes baking to rat files. So, now I guess I have to find a way to convert that file to a png. Any ideas how I could do that without adding to much of an extra step? Maybe a post render script or something?
RAT
PNG
Well I still had the same seam issue on the example file but I think I've gotten to the bottom of it. Seems like it only likes baking to rat files. So, now I guess I have to find a way to convert that file to a png. Any ideas how I could do that without adding to much of an extra step? Maybe a post render script or something?
RAT
PNG
Houdini Learning Materials » No feeback on render progress
- peteski
- 517 posts
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Hey thanks, the Render Scheduler looks like it does the job! What is the Alfred Style Progress?
Thanks,
Pete
Thanks,
Pete
Houdini Indie and Apprentice » Baked Texture Seams
- peteski
- 517 posts
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Hi there,
Anyone know how to get rid of these seams -
These options seem to have no effect.
I noticed there were a couple of example files http://www.sidefx.com/docs/houdini15.0/examples/nodes/out/baketexture/BakeSimple [sidefx.com]
But I can't load them, and they dont appear to be in the local help files.
Any ideas??
I know I've asked quite a few questions here lately but I'm kinda on my own so any help is much appreciated!
Thanks,
Pete
Anyone know how to get rid of these seams -
These options seem to have no effect.
I noticed there were a couple of example files http://www.sidefx.com/docs/houdini15.0/examples/nodes/out/baketexture/BakeSimple [sidefx.com]
But I can't load them, and they dont appear to be in the local help files.
Any ideas??
I know I've asked quite a few questions here lately but I'm kinda on my own so any help is much appreciated!
Thanks,
Pete
Houdini Learning Materials » No feeback on render progress
- peteski
- 517 posts
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Hi there,
Whenever I kick off a baked texture render (or just a normal render) I click the render button and then get no feedback as to whether the render is going or not. Just wondering if this is the norm for Houdini renders?
If I render to MPlay I can see it happening but then I have to save the file separately.
Thanks
Pete
Whenever I kick off a baked texture render (or just a normal render) I click the render button and then get no feedback as to whether the render is going or not. Just wondering if this is the norm for Houdini renders?
If I render to MPlay I can see it happening but then I have to save the file separately.
Thanks
Pete
Houdini Learning Materials » Trying to make a Checkered Floor
- peteski
- 517 posts
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Houdini Learning Materials » Trying to make a Checkered Floor
- peteski
- 517 posts
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Cool! Thanks man!
I noticed if I put += on the @Cd it would add to the existing colour too which is nice.
I'd like to learn how to code in that a little better, I'm just starting though. What language is it written in?
I noticed if I put += on the @Cd it would add to the existing colour too which is nice.
I'd like to learn how to code in that a little better, I'm just starting though. What language is it written in?
Houdini Learning Materials » Trying to make a Checkered Floor
- peteski
- 517 posts
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Hi All,
Just trying to get my head around some attribute stuff. I managed to make these tiles randomised but I was wondering if anyone might know how I could make them checkered. I was thinking I could use the base mesh point number to control an attribute, and access that from a colour node, but I cant figure out a way to do that.
Any ideas??
Thanks,
Pete
Just trying to get my head around some attribute stuff. I managed to make these tiles randomised but I was wondering if anyone might know how I could make them checkered. I was thinking I could use the base mesh point number to control an attribute, and access that from a colour node, but I cant figure out a way to do that.
Any ideas??
Thanks,
Pete
Houdini Learning Materials » Affect selected only with SOP
- peteski
- 517 posts
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SI Users » Box Selection like in Soft?
- peteski
- 517 posts
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Wow, is there really no way to select things that are within the selection rectangle?? :shock:
Is there a way to convert point selections to edge? That might wor as a work around…
Is there a way to convert point selections to edge? That might wor as a work around…
Houdini Learning Materials » Affect selected only with SOP
- peteski
- 517 posts
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Hehe, that works, thanks! I guess the blast node is a good one too since it's super easy to trigger.
Houdini Learning Materials » Affect selected only with SOP
- peteski
- 517 posts
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Hi all,
Just keep stumbling up on this and I thought it was time to ask here
If you have some points selected and you choose a poly operation from the top shelf, it will get applied to the selection. But how do you do the same if you are manually adding the node in the network view?
Is there an easy way to only affect the selection with a node.
Thanks,
Pete
Just keep stumbling up on this and I thought it was time to ask here
If you have some points selected and you choose a poly operation from the top shelf, it will get applied to the selection. But how do you do the same if you are manually adding the node in the network view?
Is there an easy way to only affect the selection with a node.
Thanks,
Pete
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