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Recent Forum Posts

Orbolt protection Aug. 13, 2012, 4:40 p.m.

dulo
Is there a way to protect an Orbolt Asset or to make parts of it (esp. python code) unreadable ? Is there something planed in this direction ? If parts of the orbolt asset are written in C how are the dlls packaged and how are different platforms managed ?

As mentioned above, we probably won't support C/C++ or DLL code unless it's compiled inline. The actual contents of the networks, nodes, parameters, etc. is compiled, so that is protected. However, the Python/scripts section is uncompiled for now, meaning it is easily readable. We're looking at the best way to protect this as well, so it is coming in the future.

Houdini 11, FBX and the Unity game engine. April 5, 2011, 2:07 p.m.

I haven't tested Unity's FBX import specifically, but I can help explain why, in all likelihood, animations at the SOP level do not import into Unity. The FBX exporter sees each geometry node as a single geometry piece. When a parameter on the geo node itself is animated (for example, translation or rotation), the FBX exporter sees an animation curve and exports it as such. However, when anything is animated at the SOP level, all the FBX exporter sees is geometry that is changing over time - it cannot go down to individual SOP level, since no such concept exists in FBX. Thus, it exports these using vertex caches, which essentially store a snapshot of the entire mesh at each frame.

These are probably not supported by Unity's importer, since I don't think it makes much sense to use these in games. So a general rule of thumb for FBX export would be to animate everything at the OBJ level instead of in SOPs.

The other thing that I would test for conversion is bones and skinned meshes - traditionally, these have seen the most problems among all file formats that carry data between separate applications.

Import FBX file Feb. 28, 2011, 11:36 a.m.

Hello,

Thanks for the file. While the warnings do still come up, you can ignore them for now. For me, the file seems to import correctly, along with the animation (I've attached a .hip file with the result I get). Just another thing to double-check if the animation is still not importing - sometimes, after you select the file to import with a double-click in the file open dialog window, the second click goes through and unchecks the “Animation” checkbox. So when importing, after you select the file to import but before you click on the “Import” button, could you double-check that the “Animation” checkbox is indeed checked?