Game Development Community

Wow first post.

by James Brad Barnette · in Artist Corner · 03/20/2008 (9:37 pm) · 29 replies

Hmm I figured there would be more of us in here already.

Anyway I just got my beta accoutn activated and access tot he downloads on the houdini site but there are a LOT of builds and Idon't know what I supposed to get. And I don't know if there is somewhere I 'm supposed to download the exporter.
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#1
03/20/2008 (10:39 pm)
Yeah, I'm having problems getting the beta license working too.

I've activated them online (not sure if that was the correct way) and manually entered the license into the License Administrator UI. I tried the automatic way, and it wouldn't work.

It accepted the license, but still shows me as not having any active.

(Thanks for the post, btw--I didn't even realize this was here)
#2
03/21/2008 (6:33 am)
Got Houdini installed and licensed fine[noticed a 60-day time limit!], was fairly painless. Don't see an 'Export' option[for Anything: what is this, POSER!?{least you get BVH export}, lol]; this must be some Python script that runs from somewhere...haven't gotten to that part of UI yet. Yeah, this program reminds me of POSER a bit. Even the rotation system is POSERish, I'm moving back to Euler schema today..hehe

Got a Collada file opened with a mesh and rig. Haven't managed to get it doing anything else!

I choose the VC8 version of the 32 bit download for WinOS, as it has FBX format support, while the VC7 candidate did not....


Just a very early opinion: program is way overkill for TGE content creation, imho....videos are great. Just seems like to do 'simple' commands takes a lot of setup amid layers of hierarchy...I'll be digging in today, with some kind of 'rigging' videos for characters, as I see a fair amount of stumbling because the raw Houdini-readable formats[FBX, COLLADA], are not quite getting all the setups needed, meaning that understanding the Character creation components of Rigging will need to be mastered. I really don't think many files will enter Houdini setup and ready to go.....not from any of my current tools that export COLLADA.


Now that this Section has been added; I bet we see a link to an exporting script soon...:). Then, the real fun begins!

Woo-Hoo!


Having much better luck with FBX Import....Got a version of KORK with Biped names, character looks tad more complete. Now to dig thru what all the marker and whatnot mean and how to manipulate them...
#3
03/21/2008 (7:04 am)
I got it working. I didn't realize that when entering it manually, two separate keys had to be inputted.

The thing that first threw me off was the link which took us to our licenses. I'd have preferred that be after the instructions.
#4
03/21/2008 (8:19 am)
Yeah it has got to be a script or somethign. I notice they have added a houdini product page so I guess this is going to end up beign the officealy supported 3D app. Just as well. Houdini plays nice with other programs. I still have not figured out how to export anytyhing of any format yet all of the info I have found is for older versions wich evendently are very different.

On a side note man this program has changed a lot I have not seen it in the days of being on a SGI IRIX machine. back then Houdini was around 27K a seat I think. The interface was WAY different. used to ahve these big colored circles that were on the front page whne it launched and you click differnt ones to take you to the different parts of the app "modeling, animating , dynamics, particles, rendering, compositing. It was crazy hard to use. This is a drastic improvment.

has anyone figured out how to export anythign Imean even as simple as exporting a cube out as a OBJ or something?

Also this tumbling is driving me nuts. I have tried all three modes and all re not really that different. has anyone figured out how to limit it to 2 axis turntable style like maya and 3ds max?
#5
03/21/2008 (4:03 pm)
I got an email from Derek that says
Quote:
The exporter is built into Houdini Apprentice HD. Side Effects should be in contact with you shortly to get you access to that build. Until then Houdini Apprentice will allow you to get use to the tool itself. After you download it Houdini Master is the executable that opens up the program. Hope that helps.

Cheers,
Derek

I think I using Apprentice HD it says Non-Commercial HD in the corner. But I can't figure out the export thing.
#6
03/21/2008 (5:36 pm)
I see Houdini Master HD Non-Commercial in my version??! I've searched for anything remotely resembling 'DTS' in it's folders..and coming up empty. Searched for 'scripts', I guess .CMD files? Nothing DTS/DSQish there either....

This is Very, Very POSERish. Root directories/environmental variables...hard to tell how to setup a working Project, I found a few Threads, one really old one...kinda helpful; I understand the concepts, but the mechanics get lost on the 10 million buttons and tabs and panels and layers of the program. Without some sort of migration document...stumble city. I have a nice Project system in gameSpace...very easy to store, and retrieve items...all items. This is command line, hunt and peck. I even understood POSER's system pretty quicky. I haven't read much on how suggestions in document on setting up folder structures to save the tons of files that are going to be generated each session...way overkill. Migration documents are going to be needed, especially with virtually all existing content needed a port inside to start working with; thank goodness FBX....

whew, very tiring day of reading and fumbling around the UI...
#7
03/21/2008 (7:31 pm)
Hey guys,

Sorry for not getting to this sooner. I haven't used the latest build I have just been working with the Exporter directly through Chris and our SVN so I'm not sure exactly where to find the correct documentation for the exporter. Here is what I can remember:

Once you are ready to export create a mantra render node. Then right click on the node and select "Change Type" there should then be something called Export DTS or Export Torque. Everything should be pretty simple from there. We are still having issues with it failing at around 10-12k polys, so make sure you split up your model if you get over that (DTS format needs some love).

I found the workflow to be alright but this is really the first 3D modeling app I've used for more than 30mins. It took me a little to get warmed up to Houdini, but after that I was able to figure out how to do most things.

I'll try my best to keep an eye on this forum throughout the weekend.
#8
03/21/2008 (8:18 pm)
If you have signed up then register and login to www.sidefx.com then go to our Support > Download section and get the cut of the day. The production build is 9.1.179 which is a week or so old - DON'T use that one. Scroll down to Daily Builds and get 9.1.189. That should have the exporter as long as your license is in order.

Robert
#9
03/21/2008 (8:52 pm)
I only see a 64 bit exe...wow. All day at this....to find out wrong version; and don't see one I can install...guess I'll wait a few and see what's up.
#10
03/21/2008 (9:25 pm)
It would be worth trying the 9.1.188. That would have been Thursday's build and should have the exporter.

As for project setup there is no fixed method. On LINUX a home directory would exist for each user but on Windows that doesn't happen by default. Get the properties on "My computer" and under Advanced click on Environment variables. Create a new variable called HOME and create a directory for your files. I usually call this folder "hprojects" and put it right on the c: drive.

Now when you start working in Houdini and you click on $HOME you will get this directory. I then set up subfolders inside there as I see fit.
#11
03/21/2008 (9:29 pm)
I already got the production build installed. Doh! Am I going to have to redo my licenses when i get the test build installed? DL'ing it now.

Jondo
#12
03/21/2008 (9:52 pm)
No you shout be able to just install the other one and they will both coexist fine I think
#13
03/22/2008 (12:37 am)
Looks like a 32bit windows build of 189 is up now.
#14
03/22/2008 (7:51 am)
Much better version, good document on the exporter as well...now to figure out how to port stuf in and get it setup. Get the feeling, redoing the objects entirely, the 'houdini' way will be a needed step, I've got some rigged shapes inside with animation, their structure will take a bit to translate over; hopefully without too much extra work.


9:37am:

I see in the documentation; the detail0 object appears to be a null object, while in my working Scene, in the network pane, the Tab menu provides the 'detail' object? The Tree view won't allow for drag/drop parenting[why not?]...so, I have to use the crazy I/O slots, cepting when I think I'm 'parenting' the detail object to the subnet object; I notice no input 'slot' to the detail node or sequence node[top edge of node object]. The image has the detail node parented to the 'main' subnet node.

When I do parent objects together via the network pane, the Tree view does not refresh, or appear as the document image, ie, the hierarchy structure is not correct. There must be some specific keystroke order to getting things parented, correctly? I am trying to follow the visual example of the Help file's images, 'simple' cube.....
#15
03/22/2008 (10:39 am)
What are some good tutorials to start with for opening an existing character with a skeleton, materials and animations? FBX, Collada....whatever works.

I got a character in via Collada. No skeletons, no materials. I've only run Houdini about an hour now, but let me just say:

I anticipate a learning curve 'a comin!
#16
03/22/2008 (5:03 pm)
I ordered mine a couple days agoI think it may be home when I get there. DigitalTutors.com has an introduction to houdini 9 Training DVD.
#17
03/22/2008 (7:53 pm)
Our support for FBX is stronger than our Collada support when it comes to characters. Collada was set up mostly for cameras and lights and objects.

For a null object you can select the Null tool from the Create shelf (far right) or you can press tab then start to spell null and it will appear for you to select. The network pane is the best place to make connections. Notice that the child will move to meet the parent unless you use turn on the Keep position when parenting option in the parameter pane.
#18
03/23/2008 (8:19 am)
FBX support is very good; very good, Jondo[this, from the Doktor!]. Skip COLLADA...for now.

@Robert: I have worked with the null object in Network Pane, it's the very strict DTS/DSQ format hierarchy that needs to be created, and how to do it with Houdini tools/objects[torqueNode::detailNode,sequenceNode] and I"m questioning why no input slot on top of the node?? If all we need is a NULL object to construct the shape, what is purpose of the specific, no Input slot node-besides having the nice properties to enter? Another question is why does the document image not 'seem' to be the working result in the UI or the written explanation of the workflow/keystroke. When I parent in the Network Pane, my result in the Tree view is not to the document, trying to find the keystrokes used to create the image in Help file...

Is there some info on how to get your FBX characters working with Houdini controls/weights? That will be a key document to have access to. I can understand the concepts behind this program, it's the migration of existing assets into the Houdini Environment that will need to be exposed to really bring this pipeline into the realm of the 'Indy' developer/'starving'-artist. I have already brought setup DTS Scenes into Houdini, with animation....but can't see to get control of the object or see the 'wiring', controllers to continue animating...

As an artist, I have a vault of 'existing' art..... It'd be great to see it working in Houdini as quickly as possible.

I'd really like to find out how to 'decompose' my FBX elements into the main Scene root, instead of being nested with the FBX object/node/subnet?? And since I don't see how to do it between nodes in the network pane, and the Tree view does not seem to allow drag/drop parenting[which I don't get...]. I like being able to collapse the unneeded objects in my working view....and see their hierarchy as a 'list' instead of a flat, sprawling map.

www.greatgamesexperiment.com/userimages/1/132f0786d8b3afb3a4345aa70fc6d800_o.pngwww.greatgamesexperiment.com/userimages/e/e2f24c2b894c032be394226e34550ef9_o.png
Above, is the image from the Help document: notice how the detail object is a "null" object, instead of the node produced by the Torque[Mantra]node. Next to it[or under] is the DTS hierarchy I created[sorry for incorrect spelling of one 'detail', lol]. Again, I just don't understand why I can't parent with a Tree view??? Just never seemed to be allowed...I'd love to be able to contextually right click in the Tree view on the output node[and thus level I want] and be able to drop my Torque node that way[or on the Main, for sequences, or any level]...seems quicker to me than the network pane and drawing lines to my objects...if they're on the 'right' pane...

www.greatgamesexperiment.com/userimages/c/ccdcdd9e318451c35faffd7f22280143_o.png
Here you will see the same hierarchy in the Network Pane. Notice the detail and sequence nodes with no input slots on top? More importantly to me as the artist using the program: why aren't the views of the same hierarchy, the same in the two panes?????? I am unclear how to actually use them and get the objects, along with the nested subnet, in the hierarchy needed for the DTS/DSQ formats?? The document seems to assume the shape is already and correctly constructed.

Thanks.

Probably would speed things up, perhaps; if this 'simple' example file were shared, no?...just an observation.........one of many.


10:34am
Ah...I'm getting it now[operatorError/thinking in terms of old Max5 tile system & 'parenting']...little awkward, but I got it nesting correctly. I can see how rigid nesting can be accomplished; I guess a rigged or 'skinned' mesh object with skeleton embedded just sits at the Obj/ level, bones and all. I may be able to get an exporting, animated shape by this evening...and it's a skinned mesh as well...interesting to see the dump file in html format...kinda like it, with the errors in red and other messages colored as well, nice touch, Chris!



11:10am
Got KORK dancing in Houdini with rig and seemingly weights intact[at least the mesh is following the bones]!
Now, let's start the FBX--Houdini chatter...how do we deal with the file structure, once inside Houdini? Dancing KORK is so fun to watch, ;). This would be an excellent, 'skinned', animated shape example, would it not; if I can get this thing setup up properly...heading out for a brunch, back later with more details....not too shabby for 2/3 days digging. NB: this ain't no SpaceKORK..sorry, kiddies; just our good old SDK example, now in Houdini and dancing a jig!
@Robert: is there a way to 'globally' change all my null markers in my rig, I see the parameter tab for each individual one, there are many on a rig as endpoints of bones, attachment points for engine code, etc...as a default FBX import, they're huge,round,shaded, and circles. Would I have to grab each, then Misc tab-edit? Or am I limited to operating on one 'single' scene object at a time?
#19
03/24/2008 (11:17 am)
@Rex
Sweet! you can show me this weekend. I couldn't find an EASY button and was starting to get overwhelmed... Next chance I get I will play with some FBXports and try to get caught up.
#20
03/24/2008 (1:54 pm)
Hi Rex (and other brave beta testers),

There are a number of example scenes I created => not sure if they shipped with the latest Houdini (9.1.189 at time of writing) or not. These scenes show the required hierarchy and demonstrate some of the features of the DTS format (IFL, auto details, morph animation etc).

I can organise a separate download of the example scenes if required.

Quote:Above, is the image from the Help document: notice how the detail object is a "null" object, instead of the node produced by the Torque[Mantra]node.

That is an error in the documentation => you should use the DTS_Detail node which can be found in the 'Torque' TAB submenu. Technically, the node type does not matter, since the exporter only looks at the name of the node to determine the detail level, but the DTS_Detail node has some extra parameters for creating auto billboards which might be useful.
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