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総再生時間: 2時間 52分
Unreal Engine でそのまま使用できる、高い適用性を備えた Wooden Bridge Tool を Houdini 内で構築する方法を学びます。スプラインとベクトル、方向に関するロジックを活用し、設置環境に応じて変化する柔軟な構造を作り、ダイナミックな橋脚や欄干、ロープ、さらにはインスタンスによる釘などの細部を加えて完成させます。 また、作成したセットアップを応用して2種類の派生ツールを作成し、すべてを Houdini Digital Asset (HDA) にパッケージ化して、ゲームエンジンとのシームレスな統合を実現します。
プロジェクト全体の概要は Project Skylark を参照してください。
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コメント
maitlandvt 2 ヶ月, 4 週間 前 |
I couldn't find a Bess. so I used Houdini to make myself a "Wooden Bride"[sic]
jooleanboolean 2 ヶ月, 4 週間 前 |
Hahaha, I hope you find your Bess <3
knockflakes 2 ヶ月, 4 週間 前 |
Thänx for this awesome tutorial! So well explained everthing. And also your voice is nice to listen to.
jooleanboolean 2 ヶ月, 3 週間 前 |
Thank you for your kind words knockflakes <3
skepticalPo 2 ヶ月, 3 週間 前 |
Where to even begin? Such a great teacher through and through. It was inspiring and engaging, and you took the time to actually explain the logic and meaning behind each step. Excellent quality, and thank you for your time. These are the kinds of videos that get you excited to learn this program.
jooleanboolean 2 ヶ月, 3 週間 前 |
Aww, thank you so much <3 I tried my best to make people relive and understand my train of thought as I was making this tool so hearing this from you is so wonderful. Good luck on your journey!
TimotheeM 2 ヶ月, 3 週間 前 |
Great tutorial. Very well explained
Would love to see more, but on more advanced setup !
indigokohn 2 ヶ月, 3 週間 前 |
Awesome tutorial! I was curious though, are there any plans to release the 'full-detail' hda tools used in the project in a non-commercial format for learning purposes? Just some stuff I noticed that the project tool handles a little cleaner like curves around geometry / support structures and I'm curious how you did it (:
indigokohn 2 ヶ月, 2 週間 前 |
Nevermind, please ignore my prev message, I was stupid and didn't realise something lol
michallis 2 ヶ月, 1 週間 前 |
Great explanation, I learned quite some new tricks. Thank you for those wonderful learning moments!
jWatkins 1 ヶ月, 2 週間 前 |
When I try to change my input names after building my HDA, it says "Some instances of (my HDA name) have had their parameter layout modified. The parameter dialogs of these nodes will not reflect changes made to the parameter layout of this asset. You may leave these nodes unchanged, keep the spare parameters on the nodes but revert the layout changes, or delete the spare parameters completely. When I delete the "spare parameters" it deletes my entire interface. What might I be doing wrong?
jooleanboolean 1 ヶ月, 2 週間 前 |
Hey JWatkins,
Could it be that you created an HDA and then added parameters using the "Edit Parameter Interface" window instead of the "Type Properties" window? That is something that happened to me often in the past. If you make changes to your UI using the "Edit Parameter Interface" window instead of Type Properties, your changes will not be made to the .hda file, but only to the copy that is currently in your node window in Houdini.
If that is the case, I show how to fix that in my article on parameters in the "Type Properties vs Spare Parameters" chapter. https://www.artstation.com/blogs/julianbragagna/yVO4/the-beginners-guide-to-hdas-parameters
Hope this helps!
jWatkins 1 ヶ月, 2 週間 前 |
Wait how did you pack the bridge builder? I fixed my previous issue but for the bridge builder, how are we exporting things that we've created procedurally through sweeps and other stuff? Are you needing to replace everything with exported instanced meshes?
jooleanboolean 1 ヶ月, 2 週間 前 |
Hey again,
Since the tutorial was more focused on the tool itself and repeatedly setting up attributes by hand didn't feel very exciting to me, I made a more generalized chapter on how to do certain things inside Unreal. But the way it goes is more or less this:
- Everything instanced such as the planks, nails, and stilts goes into one output. It is a point cloud with orientation, scale and unreal_instance attributes.
- Everything unique/ generated geo goes into a second output.
And yes, the idea is to then replace the cubes with something of a similar size. You can also have different sizes but then you need to be aware to adjust your scale attributes on your point cloud. In general I would recommend to use the asset you're going to use from your content browser, however for the tutorial I wanted to simplify that part for the sake of making it easier to follow.
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