ROP/exporter 'Help': Example Files
by Rex · in Artist Corner · 06/23/2008 (7:59 pm) · 8 replies
The term ROP or 'Render Operator' is the same as 'exporter' and should be thought of as interchangeable when thinking in the realm of HD/DTS.
It would seem the best way to utilize the Example Files included with the ROP is to first Load an example file from the help link. Examine it's components to see how it's constructed with HD nodes. Next, use Menu--Export to bring in the ROP, find the Bounds tab of the ROP/exporter and check Use Custom Bounds and then complete the task by hitting the Create/Update Bounds. This button actually creates the geometry container Node and it's box object. The example scene should be ready to 'Render' to DTS.
Now, bring forth the Export tab on the ROP and check any final parameters, Navigate a path in the Output file entry field and click the Render button at the top. Depending upon how much data needs to be digested, you should get a DTS file fairly quickly.
Now, if you bring a Torque ROP node into the scene without an Example File; when you do LOAD the example, any set parameters in the HDA[houdini digital asset], are lost. This would include any Sequence data entry, etc...so, I suggest getting your Example Scene in the HD environment, then using the Menu--File--Export--TorqueGameEngine to bring a ROP/exporter dialog into the scene. A caveat to keep in mind with this approach, once the exporter/ROP dialog is 'closed' with the X button, it will not keep a copy of the ROP in the OUTPUT category in the Scene Tree.
I hope this helps out anyone looking/using the example files to get accustomed to the UI and ROP.
It would seem the best way to utilize the Example Files included with the ROP is to first Load an example file from the help link. Examine it's components to see how it's constructed with HD nodes. Next, use Menu--Export to bring in the ROP, find the Bounds tab of the ROP/exporter and check Use Custom Bounds and then complete the task by hitting the Create/Update Bounds. This button actually creates the geometry container Node and it's box object. The example scene should be ready to 'Render' to DTS.
Now, bring forth the Export tab on the ROP and check any final parameters, Navigate a path in the Output file entry field and click the Render button at the top. Depending upon how much data needs to be digested, you should get a DTS file fairly quickly.
Now, if you bring a Torque ROP node into the scene without an Example File; when you do LOAD the example, any set parameters in the HDA[houdini digital asset], are lost. This would include any Sequence data entry, etc...so, I suggest getting your Example Scene in the HD environment, then using the Menu--File--Export--TorqueGameEngine to bring a ROP/exporter dialog into the scene. A caveat to keep in mind with this approach, once the exporter/ROP dialog is 'closed' with the X button, it will not keep a copy of the ROP in the OUTPUT category in the Scene Tree.
I hope this helps out anyone looking/using the example files to get accustomed to the UI and ROP.
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
#2
The only reason to have a Custom Bounds node is for walking/running characters you need to animate the bounds node so that the engine knows how fast the character is moving (Torque calls this the ground transform). This helps prevents sliding where the animation does not match the movement speed.
Certainly, all of the example files are "ready to go" and should not need any modifications before exporting.
06/24/2008 (1:48 pm)
Also - most shapes don't need a Custom Bounds node. The exporter will automatically determine the scene extents, and assume the shape is rooted at the origin.The only reason to have a Custom Bounds node is for walking/running characters you need to animate the bounds node so that the engine knows how fast the character is moving (Torque calls this the ground transform). This helps prevents sliding where the animation does not match the movement speed.
Certainly, all of the example files are "ready to go" and should not need any modifications before exporting.
#3
06/24/2008 (1:59 pm)
Ah...I bring in the Examples, from Help, and I don't see the ROP in the Tree view? That's why I was bringing it in via the Menu dropdown. And when I get to the Out folder/network pane, I can't get see the ROP? I hadn't really been using the Menu, I had been dropping one via the Tab menu of ALL. I've looked at the first 3 Examples, and I can't find this 'embedded' ROP?
#4
06/24/2008 (2:09 pm)
Just tried now (HD 9.5.142). Help->Example Files->Render Node Examples->TorqueIFL->Load.
#5
Hmm...just noticed the extra node now...I sees it! Didn't notice those yesterday...guess they are there, great! I wondered why the poster at another Thread wasn't getting them working, so I took a quickie lookie... I never thought it would be buried inside the object....I wasn't using the Examples as HDA...earlier; just the raw files themselves...thanks!
So, when you made a HDA from the Scene...the ROP in the Out network became an entire network unto itself...there are so many layers in HD...whew!
06/24/2008 (2:13 pm)
Aha!, that's it; I have to run the latest, 142 kept crashing my hserver.exe....I'm on 9.5.146. I could not get HD to even launch until I installed 146. Build 146 also has FBX random Null cregion colors with Import. I found I had to keep assigning wireframe colors to get decent visualization of the weight painting. Hmm...just noticed the extra node now...I sees it! Didn't notice those yesterday...guess they are there, great! I wondered why the poster at another Thread wasn't getting them working, so I took a quickie lookie... I never thought it would be buried inside the object....I wasn't using the Examples as HDA...earlier; just the raw files themselves...thanks!
So, when you made a HDA from the Scene...the ROP in the Out network became an entire network unto itself...there are so many layers in HD...whew!
#6
Nope.
You can place a ROP Network anywhere you like (TAB->Managers->ROP Network). To create the example files, I had to put the Torque ROP inside the object manually (to be included in the HDA), and you'll notice the paths in the example file ROPs are relative to the ROP node itself => eg. "../../box_object0".
Most of the time you should put the ROPs under /out. Much easier to find in one place than scattered around the scene. The exception is if you wanted to create an HDA or some other object that had to be self-contained.
06/24/2008 (2:27 pm)
Quote:So, when you made a HDA from the Scene...the ROP in the Out network became an entire network unto itself...
Nope.
You can place a ROP Network anywhere you like (TAB->Managers->ROP Network). To create the example files, I had to put the Torque ROP inside the object manually (to be included in the HDA), and you'll notice the paths in the example file ROPs are relative to the ROP node itself => eg. "../../box_object0".
Most of the time you should put the ROPs under /out. Much easier to find in one place than scattered around the scene. The exception is if you wanted to create an HDA or some other object that had to be self-contained.
#7
I found that at www.garagegames.com/blogs/84255/14870
Right there hes telling us to do exactly what you mentioned.. create two exporters and screw everything up!
I guess we can't blame him he's only a marketing director.
06/24/2008 (4:08 pm)
Thats some very good advice chris, I myself was stuck on this till i read this post. I had followed another thread gave misleading advice.When you first launch Houdini, you will see the network editor in the lower right. Click on the path bar that says "obj" and from the menu choose "out." Move your cursor down into the network area and press the tab key and then start typing torque. When it shows up select it and the place the node into your scene. That is your exporter. Of course there is more to it that this but at least you know where it is now. Now in the parameter pane above the network editor, you can find the Torque node's parameters. Click on the ? next to right of the name and the help comes up. In the help there is an "Example Files" tab. click on this and you can open up some Houdini files that show you the exporter in action.
I found that at www.garagegames.com/blogs/84255/14870
Right there hes telling us to do exactly what you mentioned.. create two exporters and screw everything up!
I guess we can't blame him he's only a marketing director.
#8
The new File > export > Torque menu item appeared after I posted that advice. Houdini can handle multiple ROPS of the same kind and you can pick and choose at will. The problem is finding the rop if it is buried in a subnetwork. This menu item's purpose is to help you find the ROP although it appears that the selection it makes may or may not be the one you want. It would probably be better for Houdini to offer you a list of available Torque Rops so that you can find the one you need or at least realize that there are more than one available.
06/24/2008 (9:28 pm)
Quote:Right there hes telling us to do exactly what you mentioned.. create two exporters and screw everything up!
The new File > export > Torque menu item appeared after I posted that advice. Houdini can handle multiple ROPS of the same kind and you can pick and choose at will. The problem is finding the rop if it is buried in a subnetwork. This menu item's purpose is to help you find the ROP although it appears that the selection it makes may or may not be the one you want. It would probably be better for Houdini to offer you a list of available Torque Rops so that you can find the one you need or at least realize that there are more than one available.
Associate Chris Robertson
Thanks for the comments => I might be able to explain what's happening though:
Each of the example files actually contain a Torque ROP already, it's just inside the example file (eg. TorqueIFL/ropnet1/export_dts1).
When you choose File->Export->TorqueGameEngine, Houdini searches the entire scene for a Torque ROP node and displays the dialog of the first one it finds. If it can't find a Torque ROP node, it creates one in /out and displays the dialog of the new ROP node. The key is that this menu item is a shortcut to the FIRST Torque ROP node only.
So if you have already loaded the example file, File->Export->TorqueGameEngine will display the ROP node inside the HDA example node.
But if you did File->Export->TorqueGameEngine BEFORE loading the example, a new (empty) ROP would have been created. When you load the example file, now there are TWO in the scene! One in the HDA example node, and one in /out. Doing File->Export->TorqueGameEngine now would most likely dispay the (empty) one in /out!
But both ROPs are still available, and you could use the node or tree view to navigate to the desired ROP and export from there. In fact, you can load all of the examples into the same scene, and by navigating to the desired ROP node, export all examples from one scene! File->Export->TorqueGameEngine will still only display the dialog of the first ROP node though.