Houdini Curves To Unreal Engine 5 || Tutorial

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  • Опубликовано: 15 сен 2024

Комментарии • 23

  • @KevRyanCG
    @KevRyanCG 5 месяцев назад

    Man, I was looking for just a tutorial on how to get the curve working, and the tutorial answered my second question about how I'd get a camera and light to follow the curve too!

  • @alexamos
    @alexamos 2 года назад +2

    Simon, you're a legend, this is exactly what I was looking for recently - how to implement an HDA into Blueprints. Love it.

    • @simonhoudini5074
      @simonhoudini5074  2 года назад +2

      Thanks Alex :) it can be surprising what you can do combining HDA with blueprints

    • @Jsfilmz
      @Jsfilmz Год назад

      @@simonhoudini5074 hey dude my name is jae i have ue5 yt channel was curious if you do commision for houdini sims thanks!

  • @eftorq
    @eftorq Год назад

    You are the best. I've been watching you for years and having a random problem building an HDA I just google and you come up. I must keep up with my sub box, you are supplying us with good content!

  • @AdamDevine-d2q
    @AdamDevine-d2q 2 месяца назад

    Would it be possible to do this in construction script? Use the output curves to create some basic roads in unreal

  • @grahambeaumont7172
    @grahambeaumont7172 6 месяцев назад

    Thanks Simon,
    I have a problem though, I have Houdini20 commercial and Im a new user. I tried importing the simple chain tutorial from the Houdini channel but I dont get a spline actor in my houdini asset instance in the engine. So I came here to try your basic spline tutorial and I get the same result, an empty Houdini asset component with no spline. I tried downgrading the curve as suggested in other videos, that didnt work.... The only difference I see from my houdini graph to yours is that I got a Subnetwork input when I created the network\digital asset.... Anyone have any ideas?

  • @fran.fernandez
    @fran.fernandez 2 года назад +1

    Just curious, In my company we were only creating Houdini tools for ue. But now with utility widget and geometry script we barely use houdini, having the tool working inside unreal is a lot faster and no cooking issues when building binary, no compatibility issues with preview and others . Do you think more studios will move from Houdini to only unreal procedural tools?

    • @EHoudiniAcademy
      @EHoudiniAcademy 2 года назад +3

      For smaller tools perhaps, but considering how deep you can go with Houdini, especially on larger or interconnected toolsets, I don't think Unreals scripting language will replace it completely. I can see companies (that are informed about both approaches) using a hybrid approach where they use both Houdini and Unreals script, depending on their needs and requirements.

    • @simonhoudini5074
      @simonhoudini5074  2 года назад +1

      I agree here with EHoudiniAcademy. It eventually can end up with hybrid approach and build tools where it makes sense for the team and the project.

  • @QuiteDan
    @QuiteDan 9 месяцев назад

    I was googling this forever. No one else seems to know you can output splines from Houdini. It's a shame that it doesn't work within blueprints, though.

  • @ryanjstever
    @ryanjstever 8 месяцев назад

    Can we do all this with Apprentice?

  • @dirpter9811
    @dirpter9811 Год назад

    Hey simon. How to export point instance animate to UE? Just like houdini copy to points.Thanks!

    • @dirpter9811
      @dirpter9811 Год назад +1

      Labs Building from partterns has a bug. If the prim is small. That will be not work . The prim has none windows. Another Build generater is work very well.

    • @dirpter9811
      @dirpter9811 Год назад

      @simonhoudini

  • @martaserafinivfxhoudinitra9042

    Thank you!!!

  • @alexamos
    @alexamos Год назад

    Hey Simon, how would we go about using the Unreal Spline component to drive Houdini processing? For instance, I want my end users to use the built-in Splines from Unreal that they're more familiar with and then pipe that into Houdini to be used, this will also allow them to use splines that they've already created previously, any tips or advice would be greatly appreciated.

    • @simonhoudini5074
      @simonhoudini5074  Год назад

      You would create an input on the hda and then in unreal when using the tool you can use the input menu and set to world outliner to pick objects from the scene like curves/splines

    • @alexamos
      @alexamos Год назад +1

      @@simonhoudini5074 oh gosh, so easy !! Thanks again Simon

  • @AndyKysoSliac
    @AndyKysoSliac Год назад

    Hi Simon, thanks for this - I was finally able to put curve into UE (Houdini 19.5.435 + UE5.1.0), however, as soon as I use the curve with mesh - for example put regular Sweep to the output in Houdini, I loose the ability to modify the curve in UE and Im left with Static mesh component - do you have any advice?

    • @CombatFXZone
      @CombatFXZone Год назад

      I have the same issue... any fix available?

    • @AndyKysoSliac
      @AndyKysoSliac Год назад

      @@CombatFXZone hey, I found out that if you use curve as it is, it is possible and working, but if the curve controls geometry (for example tubing), you cannot change the geometry based on the curve and also curve - I hope they will fix it soon

    • @4nd2
      @4nd2 Год назад

      @@CombatFXZone i switched byck to old curve node . that seem to fix it.