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Home Page: http://www.sidefx.com/unity
Houdini Engine for Unity (deprecated)
Home Page: http://www.sidefx.com/unity
There's a bunch of compiler warnings in the plugin (mostly from deprecated Unity API), it'd be great if it compiled cleanly, be that by upgrading the code or silencing the warnings locally.
I'm trying to export a simple animation “Growing line” into Unity.
The animation is very simple as below:
Curve
I
Carve <- Key frame the second U here.
I
Wireframe
I hit “Bake animation” button in Unity, a message box popup “No animation was found to bake”.
I'm using Houdini 16.0.621.
Changed input parm is incorrectly assigned back to myParms.prParmInputs[index]
instead of myParms.prParmInputs[parm.id]
.
It would be great if the engine integration offered a simpler version of HoudiniAssetInput that acted only as a wrapper for static input geometry with support for automatic downstream recooking on transform change. Essentially HoudiniAssetInput but with all the attribute modification removed.
The README file says:
Houdini Digital Assets created in either Houdini or Apprentice can then be loaded into Unity through the plug-in.
However, I get the following error in Unity:
Asset not loaded: HAPI Error: Non-commercial (Apprentice) assets not allowed with limited commercial (Indie) licenses.
Using a fresh installation of Houdini, I have opened the example project that gets installed with it and loaded an asset that comes with the project, which prompted me to activate the engine, and the loading of asset works correctly. Then I have tried loading the asset I made in the Apprentice, which gets blocked by the error. I have tried both 30-day trial (first choice in the license dialog prompt) and obtaining the Engine Indie license from the website (on another computer so it's also a fresh install) - neither allowed me to import a digital asset I made in the Apprentice version.
Can you clarify or provide a link a guide on how to properly set up the licenses for this use case?
In Unreal Engine we can create a new point after the current selection, press Alt when translating.
How about in Unity? I haven't find any like that.
The latest version plugin requires the 16.0.762 but on the SideFx, I cant find this version to download: https://www.sidefx.com/download/daily-builds/#category-gold
There seems to be some general consensus around the Internet that if you accidentally enable the scene view attribute edit on anything but the simplest of geometries, you might as well just kill the Unity process and start over.
Sadly this matches my experience as well - I've lost work over this several times. It'd be great if this wasn't the case.
Hi.
I cannot add/edit curve points. I tried to create a curve HoudiniEngine->CreateCurve. Also I tried the Curve Decorator. I cannot edit points at all. I don't see any points.
My system is: Kubuntu 17.04. Nvidia GTX 560.
There's no path where nodes add themselves to HoudiniAssetInput node inputs using addDownstreamAsset. As such, the automatic downstream cooking and cook on transform change become meaningless for input assets.
In general, I find it a bit strange that not all houdini assets are building depencencies when setting node references, since that's a pre-requisite for downstream cooking working.
An edit node in Houdini seems to become a paint node in Unity, whereas a paint node in Houdini seems to be just ignored in Unity. It also seem like these edit nodes are extremely eagerly picked up, even if I add an edit node set to bypass, and with no output routing, this nodes becomes a paint node that affects the nodes below in Unity.
Besides being a bit confusing (and afaics undocumented), this also makes is a bit cumbersome to build assets that can be used, tested and iterated with equal methods inside Houdini and Unity.
It'd be great to get some clarity on this, as well as a direct mapping to concrete paint nodes pointing out specific attributes.
When I open the saved .hip file, I get an error saying:
"Unexpected end of .hip file"
I'm using 13.0.476
If would be great if one didn't have to modify the project to change Houdini search paths.
Right now, all settings are stored in a user's local editor/player prefs. For some of them, like the UX/Usability ones in General, Geometry and Curves tabs this makes a lot of sense. For others, like Materials, Cooking and Advanced, I really wish there they were backed by an asset that could be pushed to source control instead as they can be fundamental to a scene setup's behaviour, and should normally be configured identically by all users.
README instructions can't be followed. No HAPI folders. No 32bit build published for 13.0.483 as specified in HoudiniVersion.cs
http://www.sidefx.com/index.php?option=com_download&Itemid=208
This catchall System.Exception clause catches (and incorrectly spams to console as an error) an exception that is used in a benign way by Unity. Suggest adding something like the following above this line to avoid the issue: catch (ExitGUIException) { throw; }
We had some problem getting the debugger to work from within Unity, and identified a couple of places we had to patch up to get it working.
The first was in initializeSession where a new session (HARS process launched) is always created before trying to connect to it. I'd suggest adding a getSession call above the startProcess call, and return with a useful log entry that connection to existing host was made.
https://github.com/sideeffects/HoudiniEngineForUnity/blob/f3cded3b8f8bd18e8fa523891b45e5768c3809e4/Assets/Houdini/Scripts/HoudiniHostSession.cs#L88
The other issues we had were that the paths passed from Unity to HAPI are all relative, which I guess works in the normal case because a spawned server process inherits Unity's environment including working directory. For a debugging session, it doesn't work though. We ended up patching both the getAllFoldersInPath function used for getting dependency search paths, as well as the prAssetPath path passed to loadOTL.
https://github.com/sideeffects/HoudiniEngineForUnity/blob/f3cded3b8f8bd18e8fa523891b45e5768c3809e4/Assets/Houdini/Scripts/HoudiniHostLinker.cs#L296
https://github.com/sideeffects/HoudiniEngineForUnity/blob/f3cded3b8f8bd18e8fa523891b45e5768c3809e4/Assets/Houdini/Scripts/HoudiniAssetOTL.cs#L188
Lastly, it looks like the unity plugin isn't too good at cleaning up after itself. When running a debug session attached, it only takes a couple of minutes of active Unity work to end up with hundreds of abandoned, procedurally named nodes in the Houdini scene view - which makes it pretty hard to find the nodes you actually want to inspect.
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