Game Development Community

Is the Export Node friendly to creating digital assets?

by Scott Peal · in Artist Corner · 08/22/2009 (10:00 pm) · 8 replies

When I try to make a digital asset I keep getting the following error but cannot locate where I would make a change to use a relative path? Is this file path located inside the parameters of the export node which we do not have permissions to edit?

Message:

This selected wubnet has references to nodes outside the subnet, or has references that use absolute paths to operators inside the subnet. These references should be converted to relative internal references or this operator type may not work properly in other Hip files.

/obj/LampsTable001CAP/ropnet1/export_dts1/boundsNode:/obj/bounds
Unable to resolve node.


I cut and pasted several nodes into a new subnet to make a digital asset. I am guessing when you cut and paste the export_dts node, the node is not using relative pathing inside it.

#1
08/25/2009 (2:25 am)
I'm pretty sure you can use the export ROP node in a digital asset => take a look at the DTS export example files.
#2
08/25/2009 (10:32 am)
I saw those and based mine after them, however, those examples do not use the digital assets' user interface.

I am trying to make a user interface where all I need to do is put in the materials I want on my object, the output file name for the dts, and a dts export button. All other UI elements are hidden.

But for some reason, when I try, I keep getting the above message. There was an upgrade of Houdini this week. Maybe I will try that one.
#3
08/25/2009 (9:08 pm)
Quote:I saw those and based mine after them, however, those examples do not use the digital assets' user interface.

No, but they do demonstrate using relative paths to get a digital asset you can instantiate wherever you like.

Looking at the error message in your first post, the trouble seems to be the absolute node path "/obj/bounds". This path is set in the 'Bounds' tab of the Torque ROP. You need to either make this a relative path, or clear the "Use Custom Bounds" checkbox.
#4
08/25/2009 (9:43 pm)
Chris, you are correct the issue is about the absolute path. However, if I look at the bounds tab it does not have a file path field so how can I change it? I am not using custom bounds. I am guessing this field is hidden from the bounds tab, thus the issue.
#5
08/25/2009 (9:54 pm)
I haven't used the Torque ROP in awhile; is this help page still accurate with regards to the bounds tab?
#6
08/26/2009 (2:44 am)
I think all you need to do is toggle on "Use custom bounds", delete the value of "Bounds node", and toggle it back off. When the HDA is created it doesn't know that it shouldn't care about the unused Bounds node parameter.
#7
08/26/2009 (9:58 am)
@Chris: That is the instructions for v9.5 but looks the same as v10 to me. In those instructions, there is no file path field.

@Peter: Thanks man, I will try that out. Hopefully that hack is a one-time and not required every time we drop the HDA onto the scene. BTW, your Simpson image: I was the architect over the Simpsonize me system for BK. Glad you like it.

It would be preferred the exporter developer would remove any absolute pathing though in the next release. Not sure who that is though.
#8
08/26/2009 (8:28 pm)
Quote:In those instructions, there is no file path field.

The 'Bounds Node' field specifies the path to the object to use as the bounds node. As Peter mentioned, Houdini doesn't know that the field is unused when it creates the HDA, so you need to clear this field manually beforehand.