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Houdini Engine for Unreal » Assets not works properly after project restart
- Ivan_Titov
- 7 posts
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Houdini Engine for Unreal » Assets not works properly after project restart
- Ivan_Titov
- 7 posts
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Hi.
Is it just me or it's a common issue:
Operator Path inputs has to be reassigned every time for every digital asset that are already placed on the map after reopening unreal engine project. If it's not done, after rebake or any other asset modification in UE, the digital asset thinks that it's operator path inputs have no data assigned to them.
Very simple example:
1. Create digital asset that scales object from operator path input by 10.
2. Import to UE.
3. Create a map.
4. Place a cube.
5. Place an asset onto the scene.
6. Assign cube to digital assets operator path input (world outliner input -> select cube)
7. See the result. Cube scaled by 10. All good!
8. Save the map and close Unreal Engine.
9. Reopen Unreal Engine, open saved map.
10. Click “Recook Asset”. Error here. Houdini icon mesh will be displayed instead of scaled cube. Which means that there is no cube assigned to operator path input. But it does!
11. It can be fixed by reassigning the cube to digital asset's operator path input and recooking again. But after another project launch it has to be done again and again and again.
How can it be fixed? Thanks!
Is it just me or it's a common issue:
Operator Path inputs has to be reassigned every time for every digital asset that are already placed on the map after reopening unreal engine project. If it's not done, after rebake or any other asset modification in UE, the digital asset thinks that it's operator path inputs have no data assigned to them.
Very simple example:
1. Create digital asset that scales object from operator path input by 10.
2. Import to UE.
3. Create a map.
4. Place a cube.
5. Place an asset onto the scene.
6. Assign cube to digital assets operator path input (world outliner input -> select cube)
7. See the result. Cube scaled by 10. All good!
8. Save the map and close Unreal Engine.
9. Reopen Unreal Engine, open saved map.
10. Click “Recook Asset”. Error here. Houdini icon mesh will be displayed instead of scaled cube. Which means that there is no cube assigned to operator path input. But it does!
11. It can be fixed by reassigning the cube to digital asset's operator path input and recooking again. But after another project launch it has to be done again and again and again.
How can it be fixed? Thanks!
Houdini Indie and Apprentice » Export mesh in FBX format with custom pivot position
- Ivan_Titov
- 7 posts
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I'm trying to export mesh/multiple meshes in fbx format using filmboxfbx node. Everything works fine except pivot point position. I need to set pivot at custom location, but it always stays at 0.0.0. The only solution I've found is to put the mesh at 0.0.0 by itself, but that's not ok since I want to export multiple objects in one fbx file and I just don't want to stack 50 objects at one zero-position)
Any hints? Thanks!
Any hints? Thanks!
Houdini Learning Materials » Changing label names when ordered menu item selection changes
- Ivan_Titov
- 7 posts
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I'm also trying to change parameter labels in the same script, but it doesn't works. Any ideas why? Here is an example:
me.parmTuple("strParam1").parmTemplate().setLabel("New Label")
Edited by Ivan_Titov - March 17, 2017 10:39:38
Houdini Learning Materials » Changing label names when ordered menu item selection changes
- Ivan_Titov
- 7 posts
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Thanks for the advice.
I've learned some python scripting and made a simple script in DA scripts section that runs when menu item selection changes:
It works fine in houdini, but it doesn't works in Unreal Engine.
It could be a dumb question, but does python scripts works in digital assets outside Houdini, when using in Unreal Engine or Unity?
Thanks!
Upd. uh, just forgot to press “recook asset”. It's good now
I've learned some python scripting and made a simple script in DA scripts section that runs when menu item selection changes:
def onListSelectEx(me, parm): if parm.eval() == "squares": me.parm("sizeX").hide(True) me.parm("sizeY").hide(True) me.parm("density").hide(False) me.parm("height").hide(False) else: me.parm("sizeX").hide(False) me.parm("sizeY").hide(False) me.parm("density").hide(True) me.parm("height").hide(True)
It could be a dumb question, but does python scripts works in digital assets outside Houdini, when using in Unreal Engine or Unity?
Thanks!
Upd. uh, just forgot to press “recook asset”. It's good now
Edited by Ivan_Titov - March 17, 2017 08:46:07
Houdini Learning Materials » Changing label names when ordered menu item selection changes
- Ivan_Titov
- 7 posts
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Hi!
Is it possible to change label text for some specific parameters when selecting different menu items?
For example I have an Ordered Menu parameter which contains 2 items in it: ‘squares’ and ‘voronoi’.
I've placed 2 floats below this menu and I want their labels to be changed depending on selected menu parameter item.
When ‘squares’ are selected, the labels should contain ‘size X’ and ‘size Y’ text;
And when ‘voronoi’ are selected, the labels should contain ‘density’ and ‘height’ text.
I've attached some images as example. So is it possible to make some sort of script to change those labels on the fly, especially when using in UE4 or Unity as a Digital Asset.
Thanks!
P.S. sorry, my bad. Posted in the wrong section, Should've posted in “Houdini Indie and Apprentice ”
Is it possible to change label text for some specific parameters when selecting different menu items?
For example I have an Ordered Menu parameter which contains 2 items in it: ‘squares’ and ‘voronoi’.
I've placed 2 floats below this menu and I want their labels to be changed depending on selected menu parameter item.
When ‘squares’ are selected, the labels should contain ‘size X’ and ‘size Y’ text;
And when ‘voronoi’ are selected, the labels should contain ‘density’ and ‘height’ text.
I've attached some images as example. So is it possible to make some sort of script to change those labels on the fly, especially when using in UE4 or Unity as a Digital Asset.
Thanks!
P.S. sorry, my bad. Posted in the wrong section, Should've posted in “Houdini Indie and Apprentice ”
Edited by Ivan_Titov - March 15, 2017 18:03:49
Houdini Engine for Unreal » Precedural model with edge wear
- Ivan_Titov
- 7 posts
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Hi.
Is it possible to make a DA that generates a procedural model (let's take something simple as a cube for example) with some sort of edge wear texture on it and places it in UE4 ‘as it is’?
Example: http://content.luxology.com/501_support_files/version_20101025/style/image/501barry_croucher_cube.890.jpg [content.luxology.com]
If it's possible, where should I look? Maybe there is some kind of tutorials or a few hints?
Thanks!
Is it possible to make a DA that generates a procedural model (let's take something simple as a cube for example) with some sort of edge wear texture on it and places it in UE4 ‘as it is’?
Example: http://content.luxology.com/501_support_files/version_20101025/style/image/501barry_croucher_cube.890.jpg [content.luxology.com]
If it's possible, where should I look? Maybe there is some kind of tutorials or a few hints?
Thanks!
Edited by Ivan_Titov - March 15, 2017 17:29:16
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