Stina Flodström
stinzen
About Me
専門知識
Freelancer
業界:
Gamedev
Houdini Engine
Availability
Not Specified
Recent Forum Posts
Simulate elastic with Vellum 2024年9月19日5:25
Hello,
I'm trying to simulate a rain cover that is wrapping over a box, it has elastics in the corners that is pulling the cloth in and creating these wrinkles, any tips on how to achieve that effect?
I'm trying to simulate a rain cover that is wrapping over a box, it has elastics in the corners that is pulling the cloth in and creating these wrinkles, any tips on how to achieve that effect?
Houdini to Unreal Output Curves Point Rotation 2024年1月4日6:26
Our coder found that Houdini Engine wasn't using the rotations for the spline output and submitted a fix:
https://github.com/sideeffects/HoudiniEngineForUnreal/pull/279/files [github.com]
https://github.com/sideeffects/HoudiniEngineForUnreal/pull/279/files [github.com]
Houdini to Unreal Output Curves Point Rotation 2023年12月19日14:11
Hey,
I'm creating splines inside houdini and are outputting them to unreal with the unreal_output_curve attribute.
We want to use them to have an object moving along a spline but I'm having trouble with the orientation of the curve and the object ends up rotating in different directions on the spline.
I've been trying to use both the point normals and adding the @rot attribute as a quaternion on the spline points to control the orientation but it doesn't seam to do anything, is unreal calculating it's own tangents when it's creating the curve? I can see rotation values on the splines points in the detail panel in unreal but they don't seam to do anything.
Most posts I've found asking about rotations for input curves, I haven't been able to find anything for output curves.
Is there away to solve this with @N and @rot or is there another approach?
I'm creating splines inside houdini and are outputting them to unreal with the unreal_output_curve attribute.
We want to use them to have an object moving along a spline but I'm having trouble with the orientation of the curve and the object ends up rotating in different directions on the spline.
I've been trying to use both the point normals and adding the @rot attribute as a quaternion on the spline points to control the orientation but it doesn't seam to do anything, is unreal calculating it's own tangents when it's creating the curve? I can see rotation values on the splines points in the detail panel in unreal but they don't seam to do anything.
Most posts I've found asking about rotations for input curves, I haven't been able to find anything for output curves.
Is there away to solve this with @N and @rot or is there another approach?