![]() Just a reminder that I have planned following visual settings for my game: I tried to make not just abstract or generic stuff but something that I can later use in my game. I liked it so much so I decided to dedicate all my spare time to procedural assets creation. In the previous blog post I mentioned that I started to learn Houdini and Houdini Engine in particular to create procedural assets in Unity. ![]() As of right now, the 3ds Max plug-in does not make use of these tagsĬustom tools can be removed from the list by pressing the Remove Shelf button on the tool shelf window.In this devlog I will showcase my experiments with Houdini and achieved results. This field is an array of arbitrary strings. The Unity plugin will only load tools that have either "All" or "unity" specified. The target field is an array where all of the intended plug-in targets can be specified. This defines a URL to a more detailed documentation on the tool.īecause this shelf system is available in all of the Houdini Engine plug-ins, it is possible to create tools that work for all of the plug-ins or just a subset of the plug-ins. For example, if the tool is defined in helpful_tool.json, the plug-in will look for helpful_tool.hda in the same directory. If this field is missing, the plug-in will automatically look in the same directory as the json definition file for a. This is the absolute or relative path to the hda. For example, if the tool is defined in helpful_tool.json, the plug-in will look for helpful_tool.png in the same directory. This is the absolute or relative path to the icon image. This is a tool tip description that will appear when hovering over the shelf tool If not set, default value will be set to OPERATOR_SINGLE. Type of the tool, describing how the tool should handle selection and input assignment. The name for the tool that will be displayed in the shelf tool interface in the Place panel. Here is a description of each field in the description files: Field Clicking on the Add Shelf button will let you add more tool shelves, pointing to directories containing your own HDA that will be used to create Custom Houdini Tool. Tools are grouped in different shelves, that can be changed using the Active Shelf combobox. You can select GameObjects in the hierarchy before creating the tool to automatically assign the inputs.Ĭontent browser selection will automatically be assigned to Node Inputs. An instance of the tool will be created for each selected object, and the tool's first input will be set to that object. ![]() ![]() Batch Operator: Tools that needs to be applied multiple times, once for each selected object.The order in which the objects are selected will determine the order they will have in the assets inputs. Each object selected will be assigned to its own input. Operator (multiple): Tools that need to have multiple inputs automatically assigned to be used.All objects selected will be assigned to that Houdini Assets's first input. Operator (single): Tools that only need to have their first input automatically assigned when used. ![]() Generator tool will only use the current world selection to set their transform to the mean of all the transforms of the selected Actors. Generator: Tools that simply generate geometry and do not need input to be automatically assigned when used.Houdini Tools can have the following types: The Houdini Tools are available in the Houdini Engine section of the Place panel of the Modes Tab.Ĭlicking on a tool and then pressing "Create Tool" at the bottom of the window will automatically instance and apply it to the current selection according to its Type. The plug-in comes with default Houdini Tools, but you can easily add your own Custom Houdini Tool by adding a Custom Tool directory in the Houdini Engine placement mode, or by editing the Custom Houdini Tool Locations in the Houdini Engine tab of the project settings. The tools can automatically assign inputs or be batch applied, and can have their functionalities and parameters described through their tooltip help. The Houdini Engine Shelf Tools lets you easily apply Houdini Assets to the current selection in the World Outliner or the Content Browser. They can now also be shared and used with all the Houdini Engine Plugins. In Houdini 17.0, they now uses json description files, and are read from a set of Custom Tools directories, aka Tool Shelves. Added to the plug-in in Houdini 16.5, Houdini Tools are user-friendly shortcuts to hda files that reside in the Place Mode Tab. ![]()
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