Hi, so i was thinking it might be cool to use the Varonoi Fracture and then somehow turn the resulting pieces into RBD objects in unity. Is that a thing I can do with Engine?
Obviously it's easy to make the fractures, but how would i turn the pieces into separate gameobjects?
Varonoi Fracture
3948 3 0- twelveplusplus
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- damian
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If you put each piece in a separate group they will, by default, come into Unity as separate GameObjects. Furthermore, if you prepend each of these groups with “rendered_collision_geo_”, you will also get a Mesh Collider comp. added to each piece.
For example:
rendered_collision_geo_piece1
rendered_collision_geo_piece2
…
For example:
rendered_collision_geo_piece1
rendered_collision_geo_piece2
…
- twelveplusplus
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not too shabby, I gotta say!! I had a shattered crystal in no time!
So, if I understand correctly, the “rendered_collision_geo_” prefix comes from the Advanced Settings window of Houdini Engine Unity, right?
Now, it was a snap to bake out the pieces and then add the RBD component to them, but I'm thinking what if i wanted to have a more customized output?
obviously, it's very expensive to have a bunch of RBD objects with mesh colliders all over the place. So I guess i can write a script in unity to disable the RBD once the objects stop moving.
It would definitely be nice to have the RBD component already on Gameobjects before I bake them. then i could see the effect in the game engine while customizing the look in Houdini Engine. Is that possible now?
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Also, I gotta say that this is pretty freaking cool. Honestly, the reason I started learning Houdini was I saw a picture of a fractured castle wall on the SideFX website a few years back. I was thinking that would be really powerful for making video game art. Now, here I am actually doing it! thanks
So, if I understand correctly, the “rendered_collision_geo_” prefix comes from the Advanced Settings window of Houdini Engine Unity, right?
Now, it was a snap to bake out the pieces and then add the RBD component to them, but I'm thinking what if i wanted to have a more customized output?
obviously, it's very expensive to have a bunch of RBD objects with mesh colliders all over the place. So I guess i can write a script in unity to disable the RBD once the objects stop moving.
It would definitely be nice to have the RBD component already on Gameobjects before I bake them. then i could see the effect in the game engine while customizing the look in Houdini Engine. Is that possible now?
–
Also, I gotta say that this is pretty freaking cool. Honestly, the reason I started learning Houdini was I saw a picture of a fractured castle wall on the SideFX website a few years back. I was thinking that would be really powerful for making video game art. Now, here I am actually doing it! thanks
- damian
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It's not a bad idea! I'm assuming you're talking about the Rigidbody component?
Shoot an email to support@sidefx.com and tell them you wish to submit an RFE for this. Add as much detail as to what you want the behaviour to be as you can.
Shoot an email to support@sidefx.com and tell them you wish to submit an RFE for this. Add as much detail as to what you want the behaviour to be as you can.
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