Jakub Arnold
darth
About Me
EXPERTISE
Indie Gamedev
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LOCATION
Prague,
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Houdini Skills
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Recent Forum Posts
Instancing lots of ragdolls with collisions May 5, 2024, 12:19 p.m.
I have a ragdoll setup and basically all I want is to instantiate a bunch of them, and have them fall onto a pile and collide with each other.
What I've done so far is I have a ragdoll solver -> joint deform -> copy to points, and feeding a single plane into the collision on the ragdoll solver I get this (video [imgur.com])
There's however no collisions between them, because the ragdoll solver is only taking in the single plane
I can't just feed the output of the copy to points back into the ragdoll solver as collision geometry, so it feels that I need a fundamentally different approach?
What I've done so far is I have a ragdoll solver -> joint deform -> copy to points, and feeding a single plane into the collision on the ragdoll solver I get this (video [imgur.com])
There's however no collisions between them, because the ragdoll solver is only taking in the single plane
I can't just feed the output of the copy to points back into the ragdoll solver as collision geometry, so it feels that I need a fundamentally different approach?
Blender import node? May 1, 2024, 7:59 a.m.
I've tried googling but can't find anything. The idea here being that instead of having to open up a .blend file in Blender, export it to say FBX/OBJ, and then add a FBX/OBJ import node, one could instead just have a "Blender Import Node", and give it the export parameters in Houdini, and it would then run the Blender export in the background.
Unity used to have something like this (https://docs.unity3d.com/560/Documentation/Manual/HOWTO-ImportObjectBlender.html), although it was removed because it lead to issues when people would share .blend files and have different versions of Blender installed, though that to me seems like just an implementation issue (e.g. no version check/pinning).
I wonder if anyone tried to do this or have any tips? The main thing I want to avoid is just the extra round trip and having to open blender, choose an export path, then choose the same path in Houdini and import, it'd be really nice if this could be done by just pointing Houdini at the .blend file.
Unity used to have something like this (https://docs.unity3d.com/560/Documentation/Manual/HOWTO-ImportObjectBlender.html), although it was removed because it lead to issues when people would share .blend files and have different versions of Blender installed, though that to me seems like just an implementation issue (e.g. no version check/pinning).
I wonder if anyone tried to do this or have any tips? The main thing I want to avoid is just the extra round trip and having to open blender, choose an export path, then choose the same path in Houdini and import, it'd be really nice if this could be done by just pointing Houdini at the .blend file.
Rendering on a second machine with Houdini Indie April 17, 2024, 1:30 p.m.
I'm not sure if I understand the licensing correctly, but it seems that Houdini Indie license allows installing Houdini itself on two computers, and then I also see "Karma/Mantra tokens", which are 2 of each.
My question is, what kinds of setup does this allow in terms of using more than one computer to render? Can I actually use this to render on the two machines, since I'll be still "one user"?
My question is, what kinds of setup does this allow in terms of using more than one computer to render? Can I actually use this to render on the two machines, since I'll be still "one user"?