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TOTAL DURATION: 2h 52m
Learn to build a fully adaptive Wooden Bridge Tool in Houdini, ready for Unreal Engine. You'll use splines, vectors, and orientation logic to create a flexible structure that responds to its environment, complete with dynamic stilts, railings, ropes, and fine details like instanced nails. You'll also learn how to repurpose your setup into two spin-off tools and package everything into a Houdini Digital Asset (HDA) for seamless integration into game engines.
Learn all about Project Skylark
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COMMENTS
maitlandvt 2 months, 3 weeks ago |
I couldn't find a Bess. so I used Houdini to make myself a "Wooden Bride"[sic]
jooleanboolean 2 months, 3 weeks ago |
Hahaha, I hope you find your Bess <3
knockflakes 2 months, 3 weeks ago |
Thänx for this awesome tutorial! So well explained everthing. And also your voice is nice to listen to.
jooleanboolean 2 months, 3 weeks ago |
Thank you for your kind words knockflakes <3
skepticalPo 2 months, 3 weeks ago |
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 months, 3 weeks ago |
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 months, 2 weeks ago |
Great tutorial. Very well explained
Would love to see more, but on more advanced setup !
indigokohn 2 months, 2 weeks ago |
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 months, 2 weeks ago |
Nevermind, please ignore my prev message, I was stupid and didn't realise something lol
michallis 2 months ago |
Great explanation, I learned quite some new tricks. Thank you for those wonderful learning moments!
jWatkins 1 month, 1 week ago |
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 month, 1 week ago |
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 month, 1 week ago |
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 month, 1 week ago |
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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