Game Development Community

Houdini 10 and Torque 3D

by Hokuto · in Artist Corner · 07/05/2009 (7:23 am) · 27 replies

Hi,
I have recently purchased Torque 3D Beta 3 and I'm looking to get the basics sorted out in terms of content pipeline.
I'm interested in Houdini 10 Apprentice HD because the indie torque related commercial license but I have a few questions

1) I assume that the Torque related commercial use of the Houdini Apprentice is also valid for Torque 3D (not just TGE/TGEA)

2) Does exporting from 'Houdini 10 Apprentice HD' work fine with 'Torque 3D Beta 3'? As in exporting textured objects, animated objects, charcater rigs, etc...

3) Is the exporter for Torque from Apprentice 10 fully featured or does it have some important feature missing/bugged?

I have searched for and went through a lot of Houdini threads on these forums of course, but some are old posts and may not apply to version 10 and I didn't see any specific about Houdini 10 and Torque 3D Beta

Thank you for your help, I guess these questions would be of interest to many new Torque 3D users
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#21
04/08/2011 (10:48 pm)
Glen I think there's a lot of us looking for extra tutorials to get rolling with Houdini.
#22
04/09/2011 (12:27 pm)
OK,

Got it working. Here's how:

First, I worked through this tutorial:
http://vimeo.com/2570563

This is about 90% up to date. The only problem is at the end where they create a Torque3D node. AFAIK, that node no longer exists.

However, instead of doing that, simply go to the:
file->export->Torque export->New directory and it will bring up what looks to be the exact same properties box.

The one thing I missed over and over in the video that was causing me probs (empty model) was that you have to click the all important 'Initialize Details From Scene' button on the Details tab.

One other note:

The first time I did a render to Torque it took forever as it said it was evaluating python. I believe (purely based on observation) that it is crawling all the python modules it needs to do the render to generate the .pyc files. After 1 time, it renders almost instantly. Just pointing this out in case someone sees that dialog for a long time and then quits out too early before the first render finishes.

Anyway, I exported the model right into the appropriate sub directory of the Torque examples art directory and was able to fire up Torque and load it right into the model viewer and start up the animation without a hitch.

Also, Houdini remembers the export directory (separate from the model source directory) so you can go back to Houdini, tweak the model, render an export and load it into your game.

What an amazingly streamlined asset pipeline!

Next up:

Textures. I'll post when I have verified they work as well.

If textures work, I'll be buying a Torque license immediately as I think I've confirmed everything else I need is available.
#23
04/09/2011 (5:19 pm)
The Node exists. You have to aces it through your OUT Network. It is located in the bottom right window. Click and hold on the obj level and select OUT. Press Tab and then type Torque, select Torque Node and press Enter.

Check this page out and it will give a good example of textures exporting from Houdini. http://www.sidefx.com/docs/houdini10.0/nodes/out/torque

Also if everything is setup correctly the .dts exporter only takes about several seconds. I have never had one last longer than a minute for exporting.
*Edit- I think it took a long time the first time as well, not sure now.

You can have multiple UVs for Houdini as long as they are assigned into groups. You will need to place a Group Node down and make sure you select the correct geometry for each group. The above link breaks it down in a simple way. If you have specific questions let me know.

You Export Root should stay as is for static objects. I hope this helps.
#24
04/10/2011 (11:01 am)
Glen,

Thanks, that was all very helpful!

One issue I've run into though. When doing a tutorial, I created an object from a curve and rotate. I was unable to export it which I guess is not surprising because it has to be converted to triangles.

So I found a convert object that I also added to it and set it to triangles. Looking at the object in wireframe mode confirmed that they were indeed triangles. But the export still failed on the convert object.

I think I saw earlier that you mentioned creating procedural objects and then exporting them. Do you have any tips on how to convert them to an exportable format?
#25
04/10/2011 (1:13 pm)
That's what Houdini is all about; finding the nodes you need to convert your assets into Torque assets....;). I managed to get the 'renderer'/exporter working fine[helped Chris R. test/evaluate it]; it's in the various Toolset and how/if you can get them parsing...which is getting to fully understand Houdini and it's nodes and what they're capable of.

Good luck!
#26
04/10/2011 (6:34 pm)
OK, I kind of figured it out.

Did not have much luck with the convert node but the divide node worked just fine. You can set the maximum number of vertexes to 3 and then you get just triangles.

I figured out that the exporter makes an html file with a bunch of logging that is really helpful to nail down exactly where the problem is.

There is so much to learn with this tool. But for really basic stuff like putting together meshes, laying bones and animating them, I actually think its far easier than Blender. Sometimes I think with these tools its more a matter of finding one that maps to the way you think than finding necessarily the 'best' one. So far, Houdini seems pretty intuitive. At least for the stuff I'm planning on doing.
#27
01/10/2012 (7:55 pm)
I played with it to try to make a wall with a window cut into it and I just couldn't find the correct way to do this and have it export properly. I got pretty frustrated with Houdini thought it was a simple object, compared to other tools. I wish that I really did understand how to piece things together in Houdini, because it can be a very beneficial tool. From the tutorials I've seen, you can create parameterized complex objects that can be reused, but adjusted for uniqueness, if you plan your work out well. Compared to a tool you can use to throw together simple geometry, like SketchUp or even Blender, there is a pretty steep learning curve. I had a hard time finding decent tutorials at the time, but maybe there are some better ones out there that are directed toward different Torque specific nodes and how they fit into the mix. Also, things like how to actually implement LOD for even a simple cube is something I would need.
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