Game Development Community

Houdini for use with Torque

by Tony Pitman · in Torque X 3D · 12/02/2009 (12:19 pm) · 11 replies

I am working on a new XNA game using Torque X 3D. I was using XSI Mod Tool (because it is free) to do the models. I ran into a problem where the DTS exporter didn't allow some functionality that I needed.

I decided to take another look around at other modelling tools. Houdini had just released a new version that looked pretty cool. I decided to give it a try. Since the free version did not support the Torque export I decided to go ahead and spend the $99 to get the starter version that allows Torque development. I don't have a ton of money laying around, so I asked them first about return policy. They said I had 10 days.

Houdini has some awesome auto rigging tools. You can start with your own mesh and plop a fully functional auto rig onto it and hook it up. It saves a ton of time. The problem is that with the version of Houdini at the time (a couple weeks ago) the Torque exporter had a problem with the auto rig. This included even the full Toon character that is included with the Houdini tools.

I reported the problem to them and also noted that I only have 10 days to decide if I wanted to return the software for a refund. Side FX Software (makers of Houdini) were very responsive. I receive several emails over the next few days keeping me informed of what was going on.

I am a $99 version purchaser. I told them about the problem and within about a week and a half they fixed the problem. This says a lot about this company. My $99 is not a lot to their bottom line and yet they knew that this was important to me. I am sure the bulk of their users don't use the Torque export. And yet they fixed it anyway. This is excellent customer service. I have a feeling that the developers just can't stand to have problems in their software no matter how small or who reports them.

I highly recommend Houdini Apprentice for modelling for Torque games for those on a budget. I love the product and the company is fantastic. Let it be known that I am not associated with the company in any way other than being a customer. I post this because it is not often that you find a company willing to give this level of service and thought you all should know. If money is tight this will be one of the best $99 you ever spend to help with your game development.

#1
12/02/2009 (7:38 pm)
So I take it you actually got it doing what you wanted to after that?
#2
12/03/2009 (12:09 am)
Yup. The exporter is able to do its thing now with the default auto rig tools. It is very cool.
#3
12/03/2009 (8:44 am)
Tony, it would be great if you could document the process for successful use of the autoRig toolset to generate a true hierarchy skeleton! The autoRig uses a few separate 'rigs' to get it working; I did the quadraped tutorial some time ago, then transferred it to a Biped, but never got the skeleton I expected.
#4
12/03/2009 (11:10 am)
That is a really good idea. I have already started a notepad document for myself with the raw steps that you have to go through. I will try to clean it up and make a nice tutorial.

I figured all of this out by watching the quadraped tutorial, but used my own mesh and the biped auto rig.

This may be a little while because I am trying to get my actual game done. It has zombies in it ;-)
#5
12/03/2009 (1:11 pm)
Me too interested in this and maybe also all kind of usefull info on Houdini to DTS working flow...

Unfortunately there is pretty near to zero documentation on how to use Houdini for Torque engines...
#6
12/03/2009 (1:17 pm)
I am glad to see there is interest. Houdini is a great application and for $99 you are getting a world class application.

Since I needed to get my zombie model done for my game, when I ran into the problem with exporting the auto rig I decided to just use the old fashion method of putting bone in my mesh and animating that way.

That method works really quickly. Now that the bug is fixed I will go back and fully rig my zombie later. For now I am moving on with the game to get it done.

If all you do is take a mesh, put some bones in it, paint the weights and export to DTS, that works great. There is a simple video showing how to do that with a simple tube and 4 bones here:

www.vimeo.com/2570563
#7
04/12/2010 (6:56 am)
I just wanted to post an update here. SideFX has done a great job working on the issues that I am having exporting my model using their auto rig stuff. They have fixed several bugs and I don't get export errors anymore. At this point I just don't get the output results that I expect. The skin exports, but the animation doesn't. I am still working with them on it. As soon as I have a fully working export I do plan on doing a small presentation on the whole process. Hopefully it will be soon. Stay tuned....
#8
05/28/2010 (6:57 pm)
Wow, that IS some great news!

I think I'm gonna take my stuff out of the closet and try this out.

Thanks
#9
06/24/2010 (2:04 am)
Is there any progress on this?
#10
06/24/2010 (6:49 am)
Sadly, no. The last place I left off with it was they fixed the Houdini -> Torque DTS exporter so it would not give any errors and so it would export the mesh.

Where I am now with it is that I am not sure which object to export. I follow their and other peoples directions and I get the mesh, but no animation.

Since I released Zombie Sniper 3D and my next 2 games have all of their assets I am not actively working on figureing this out. In the end for Zombie I just did the model by hand and hand rigged it with simple bones. I am not a modeler, so that is the best I can do.

The problem is that one of the reasons Zombie is doing so bad is because the models suck. If Houdini had worked and I was able to use the built in rigging and get more of a ragdoll model Zombie might be doing a little better.

Oh well, Houdini is awesome and with a good driver at the wheel I am sure it would do wonders.
#11
06/24/2010 (10:55 am)
What about Milkshape? It may as well be free it's under $100 and from what I understand it has really good DTS support.