Warren Wang

qoobit

About Me

EXPERTISE
Developer
INDUSTRY
Gamedev

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LOCATION
Canada

Houdini Skills

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Not Specified

Recent Forum Posts

Curves UX Improvement Suggestion - Both for Unity + Houdini Engine + Houdini Feb. 4, 2019, 9:43 p.m.

Is there a better way to allow curve editing inside Unity (and Houdini/Other Engine Products) for curves that do not depend on listing all the points in a single input text field?

If you have more than 4-5 points (which is more often than not), you have to scroll back and forth to edit the numerical values of each point. As points increase, you easily lose track of which point index it is that you're working on. A workaround I can probably build right now in Unity is my own Editor + Monobehaviour that takes a Houdini Curve asset as a reference and rebake my multiple control point GameObject transform positions to the Curve asset. However, this approach is only good for Unity and doesn't solve the UX woes in Houdini itself.

It seems like the tool was designed to be used for eyeballing purposes of placing around general areas where you would like a control point, but when precision is required, the current setup is pretty hard to use as control points start to grow.

The suggested solution of how I would do it in Unity would be to create an array of Vector3s to store the positions only of each control point and allow editing of those in a list form. Selecting any individual point, would highlight the row for that point index. Upon completion of edit, it would recompile the list/array of Vector3s into a single string that can be passed to the Curve asset/node.