Samuel Deiter

Samuel Deiter

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Recent Forum Posts

Exporting Fracture as keyframed data April 21, 2014, 11:36 a.m.

I was wondering if it is at all possible to export fracture sims as key framed data so that they can be used in a video game engine. I am able to export and get cache data inside of 3Ds Max of the fracture working, but I can not do anything with that cache data as the game engine that I am using does not support that type of data. Anyone have any ideas on how I can get this working of if this is even possible.

Semi-Procedural Gun Maker Jan. 28, 2014, 9:43 p.m.

So I had an epiphany last night about this system and while I am not abandoning my current way I got to thinking that maybe I am thinking about this the wrong way. Maybe I should be making this so that it can generate the base mesh instead of just using it to pick different parts that are already made to make a gun. I don't know if this is still a good idea but something that I am actively thinking about as an addition to the current system.

Meanwhile I did figure out that there must be something wrong with the display of colors on my Home PC because the weird vertex color issue that I was having at home do not happen on my work PC. So that's a little progress so far, be it that it's not that much.

I will keep posting as I make update to the system and come up with new ideas for how to make this work. As always any and all feedback is more than welcomed.

Semi-Procedural Gun Maker Jan. 27, 2014, 10:02 a.m.

Okay so after a little messing around and some searching of the internet I figured out how to get most of what I wanted in a very simple setup. I am having some issues with the following things. If any one has any pointers it would be greatly appreciated.

1: While the Vertex Color looks good in the UV its displayed wrong in the 3D view port. Is there something that I am doing incorrectly with the nodes?

2: Importing from 3Ds Max via .FBX was a huge hassle and in the end I used Maya. When using 3Ds Max all the objects did not have the correct scale and all of them were squashed in the y axis. Did anyone else run into this when using Max? If so any ideas what I could be doing wrong when importing.

The next thing that I am going to look into is going to be a better way to construct the gun from the various pieces. Right now all the placement of the pieces is by hand and I would like to figure out if its possible the use the objects pivot point to snap it in place. This way all the artist has to do is set the pivot point in the correct location and import and its done. Here is a piece of what I have done so you can have a look and offer your feedback.