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TOTAL DURATION: 1h 28m 34s
Digital Assets allow you to create useful artist friendly tools. These custom tools can be used in Houdini, or in host applications such as Unreal using the Houdini Engine plug-in. Learn how to create a Pile Tool to create stacks of objects or piles of debris. A level designer will be able to input multiple objects and the tool runs a rigid body simulation to create stack objects or piles of debris. The tool can be used in Houdini or Unreal.
A quick overview of each lesson and what you’ll be learning along the way.
Learn how to set up a rigid body bullet solver simulation and create the basic logic of the tool.
Define a piece attribute which can be used to support scattering multiple objects. Learn to build the tool to allow the user to define their own specific piece attribute.
Learn how to add a collision object that can interact with the rigid body simulation.
Learn how to save the tool as a Digital Asset and add parameters to create a comprehensive tool.
Learn how to import the Digital Asset into Unreal. You’ll also learn how to use Houdini Session Sync to make changes to the Digital Asset and add an option to instance static meshes in Unreal.
COMMENTS
mac3designer 1 year, 3 months ago |
Amazing lessons, congrats!!!
mac3designer 1 year, 3 months ago |
unreal_instance works fine, but after bake continues, it generates a mesh in tempo, no linked, and I have the information inside of data, but I don't know if this is in Houdini 20, and the tutorial uses Houdini 19.
mac3designer 1 year, 3 months ago |
But I see one thing the baked mesh is _0_0_0_ and after bake, this is a linked mesh, not a original mesh, strange :S.
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