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Showing results for tags 'sequence'.
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Hey everyone, I'd like to share a small package I made with you, called Geometry Sequence Player. It allows you to bring mesh and pointcloud / particle animations from Houdini to Unity! Here as an example, I created a small surfing game prototype in Unity, with a wave animation imported from Houdini: The animations have to be exported as a (textured) mesh or pointcloud sequence, where each frame is stored in a seperate file. After a short conversion with an integrated tool, they can then be played back inside Unity. The package features Editor player controls, Unity timeline integration, a full C# scripting API and runs on almost any platform, including all Desktop systems, Android, iOS and XR. But that's what VATs are for! Indeed, the package mostly covers the same functionality as Vertex Animation Textures However, I found VATs to be quite involved and finicky at certain times. So the approach of this package is simple & stupid, but in return pretty robust and with quicker iteration times. And it even runs with Houdini apprentice! The only drawback is that the sequences are quite large, so for a game where small installation sizes are crucial, this approach is probably not suitable. Download it here: Available open-source and free for non-commerical applications For commercial use, or to support development, get a copy on the Unity Asset Store If you've used the package in your pipeline, I'm super interested in hearing about your experiences, and also any suggestion for improvements or features that you might want to see!
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- pointcloud
- alembic
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i have this geo and i want to apply random textures from a folder hierarchy. i friend of mine helped with some python code, so now i can select a folder randomly and then get the first image of the sequence with a little tweaking i managed to plug it in a quickshade and converting the file numbers to $F4 or $F3. so it should read the sequence BUT!! although i have the iterations attribute of the foreach meta node as a seed for the python script, the same image applies to all primitives. What is missing? Side question: why are the uvs rotating? any tip much appreciated, houdini forums are bit dry right now random_sequences.hip untitled.bgeo
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Hi, Is it possible to export animated geometry (Alembic/ OBJ sequence etc) from Houdini Apprentice? Thanks a lot Josh
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Hey guys, Any idea on how can I apply an image sequence on multiple objects? I have this set of grids and a sequence of textures to apply on it but it can't be randomly. My first thought is through stylesheets (like on crowds) but i'm not sure if this is the best approach. (the original setup doesn't have a copysop though, so I can't use stamps) this is the jpg sequence i have: Scene file is a attached Thx RnD_Texture.Sequence_v100.rar
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- stylesheet
- image
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Hi, Recently I had to develop a method for Alembic Sequence files export from Houdini and Load Alembic Sequence files in Maya, I couldn’t find any solution for this problem at that time, so I decided to develop some Python script to do these tricks. Below you can find my tutorial and source files for abc sequence files Houdini to Maya. Hope you find this useful in your workflow. If you have any questions or anything feel free to replay here. Thanks, Mahesh MS. HELP_abc_sequence_files_Houdini_to_Maya.pdf abc_seq.zip
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FGA Sequence Export.... I am using "GitHub Game Development Toolset" for FGA output. However, the included "rop_vector_field" can output only one frame. I want to know export FGA sequence. For example, how to output from 1f to 100f. Thanks...
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Hi! So I've plugged in an animated texture sequence ("TextureName_$F.png) into the principled shader and it works fine, looks like it should etc. But when plugging in a texture node into base colour and writing the same texture path, the texture turns pink in the render view. When omitting the $F and typing out the frame number manually it shows up but as soon as I type $F it turns pink. Does anyone have a clue? Google didn't give me much help today. Thanks!
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Greetings to the greatest 3D community! I'd like to introduce you my new digital asset "RampBlend". The idea behind “RampBlend” is to help character riggers and animators get rid of complex muscle-systems which are often too slow, troublesome and tedious to set up. It was specifically created with the concept of “corrective blend shapes” in mind, where changes to the Blend factor trigger sequential morph targets. I'd like to thank this community and Mangi who kindly shared the base scene for my tests. Any comments or suggestions to help improve this asset are more than welcomed. You can download "RampBlend" at this url: http://www.orbolt.co.../ik_::RampBlend Introductory video (vimeo HD720): http://vimeo.com/74942919 Introductory video (Youtube HD1080):
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Hello, I am trying to render a series of nodes with multiple frames to .geo files. Below is my current setup. if I render the geometry nodes one by one they work, however I am unable to render everything as one sequence. The order is important, It needs to render out Level -1 completely before moving on to the Level 0 and so on. Note that each Level has a different amount of frames to render. I have tried a couple of things, like Batch nodes and other things, but this my first time to work in this context and I can't seem to find a tutorial on this topic very easily. If I render the "OUT_GEO" node it gives me the complete output of Level -1, but it stops afterwards. If I put a Batch node after each switch it gives me the complete output of Level-1 and the first frame of the other levels that are enabled.