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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#1
08/16/2009 (9:39 pm)
@Hokuto: I do not know the answers to your questions, but as I find out on my quest to learn Houdini, I will let you know what I find.
#2
08/17/2009 (7:01 pm)
@Hokuto:

1) Yes

2) Yes

3) Sort of. We have made some changes to the DTS format for Torque 3D. Once the code is stable we will look into updating the Houdini features to support the latest changes in the DTS format. The main things are a second UV channel and bigger billboards. We will be looking into updating the Houdini exporter once everything is stable but it will take a little work as TGE and TGEA don't support the latest DTS format and probably never will. Therefore we will have to make it easy to export to the latest DTS or a TGE/TGEA compatible one.
#3
02/24/2010 (9:50 am)
@ Derek Bronson: What is the status on the new exporter for Houdini HD 10?

@ Hokuto: Did you find a way to complish creating DTS formats in Houdini that will be compatible with Torque3D? I've created DTS objects for T3D and it does apear in the 3D world, but the problem is material.

** It would be great to know how to make objects in Houdini and when converted to ploygon mesh or mesh / triangle (sorry I'm new as well) how how much rows and colums would be appropriate for different designs created. For example, what could work for a square might not work for a greek pillar.
#4
05/12/2010 (9:32 am)
Hiya.

Ditto on the "what's the status" question. I just picked up Houdini 10 a month or so ago (my main apps are Hexagon and Lightwave), but with Houdini's "direct export to Torque", I figured it was worth the $100. :) Besides, its just fun to mess around with all the cool particles and dynamics stuff in Houdini! :D

^_^

The Hierarch
#5
05/13/2010 (12:45 pm)
Me too interested in the status of the new exporter...
And really would like to see some good and detailed Houdini-to-Torque tutorial...
#6
05/19/2010 (9:02 am)
Hiya.

*bump*

I'm using Lightwave right now to do most of the modeling, then into ZBrush for detail, normal mapping and (as soon as I come to grips with UVMaster), UV'ing. Haven't needed animation, but I'm looking to Houdini (as well as particle effects). Alas, Houdini's exporter seems to be 'not up to the task', or so I've heard. I am still learning H10, so haven't really tried much exporting.

C'mon GG...*please* show H10 some love! :)
#7
05/27/2010 (4:13 pm)

Quote:Me too interested in the status of the new exporter...
And really would like to see some good and detailed Houdini-to-Torque tutorial...
Hell, I've been waiting for a year now and still nothing new?

I've searched the web so many times in so many ways. What a waste of time that was. It seems like nobody cares.

All of my game design applications are getting very dusty... I sure hope that one day, soon, we’ll have something we can work with. I have all the tools I need but they’re hard to bring together when all the tutorials are for previous versions.
#8
06/13/2010 (4:04 am)
Any news on the status of the exporter? Soon Houdini 11 will be available, are there any improvements planned for the DTS exporter?
Would be cool to get an answer, even if it's just a "no".

#9
06/27/2010 (4:49 am)
Hiya.

Yeah, I hate being stringed along. >:( I'd like *some* info on it (yes, even if it's just a "no").

^_^

Paul L. Ming
#10
07/11/2010 (12:39 pm)
*sigh*

...I figured another *bump* was in order...

At this point, even a 'secondary converter' of some sort would be good (re: converting a *.hip to .dae?)

However, I doubt that will happen. :( Mainly because .dts is a propriatary Torque-only format. Opening up the ability to save to COLLADA .dae would pretty much give us all a full Houdini Master licence for only the $99 we paid (well, for those that paid for the Houdini Apprentice HD that is).
#11
07/12/2010 (10:04 am)
I've used Houdini as a bridge to export DTS but it doesn't work properly. I guess it's still some old format.
#12
07/23/2010 (6:11 pm)
Sadly since Collada is the format of choice for Torque 3D they really just need to make it functional

#13
03/11/2011 (10:33 am)
I know this is an old thread but Houdini 11 can export directly. Just remember when creating an object in Houdini everything has to be created within a Geometry Node. Once a Geometry Node is created you have to enter the Node (SOP Level) and create everything from there. It is best to use the Tab feature within the parameters. Also a quick way to setup a bounding box within Houdini is to create your object and then drop down a Merge Node and a Box node. Your object is connected to the right side of the Merge Node an the Box is connected to the Left side. In the Box parameters place the following in the size x y z. $BBX $BBY $BBZ. The box will conform to your your object. This will be represented in Houdini as a 0 value to 1 value. Then just use that box as your bounding box.
Any questions about Houdini I will be happy to answer. I use it everyday along with Lightwave. Yes, the two oddball packages that no one really uses for game creation.

Edit* - The bounding box feature I talk about is just just for reference. I didn't want to confuse anybody. The Torque Exporter exports a bounding box if there are no transforms. My bad.
Glen
#14
03/12/2011 (4:36 am)
Glen, does H11 export to v26 dts? Are you using H11 to export to dts primarily, and LW to model?
#15
03/12/2011 (5:21 am)
In Houdini I will create a procedural bridge, road or any other type of infrastructure and export it through Houdini. I will use Lightwave for everything else, characters, character animation, buildings, vehicles, etc.

As far as I know Houdini is still read/write 24. Don't know much and the question mark icon on the top right of the Torque Exporter Node in Houdini doesn't explain much. GG wrote the plugin for sidefx, I will try and send them a message and see if they respond.
Glen
#16
04/08/2011 (10:39 am)
@Glen:

Quote: I will use Lightwave for everything else, characters, character animation, buildings, vehicles, etc.

Do you use Ligthwave instead of Houdini for just because its better / easier or because Houdini isn't capable of them?

I ask because I'm leaning heavily towards Houdini Apprentice HD now that I have all the graphics card issues ironed out for all asset creation and I just can't afford Lightwave.

Lightwave must really kick ass. Everyone I read who uses it seems to prefer it over everything else.
#17
04/08/2011 (11:33 am)
Mike,
I think it's prefered by many people because it has a good, free 3rd party dts exporter that works quite well. Also, the collada exporter is not that bad.
However I think Houdini does not fall back really, it just is not that intuitive to model for most people as it has a really different workflow compared to other 3d apps. The exporter should be fully functional, however there is not really much documentation about it and as you can see in the forum posts, many people never really managed to fully use the houdini dts exporter. Did not try myself, but I think if enough time is invested, one could use houdini quite well with Torque. But I am not sure if it's easy to learn for a beginner to set up a pipeline with houdini, as there are not many tutorials about it. But still, if you can afford the 99$, I would try it, as you can always fall back on the free blender.
#18
04/08/2011 (5:50 pm)
@Mike:
Houdini is great if you like to do things procedurally. It can be very intimidating to a new user, especially if they are new to modelling.

If you look on the Houdini forums, a lot of users even know that Houdini is a weak modeler. Don't get me wrong, it is great for creating a lot of stuff. If I want to create a highway I can set it up to create a highway with certain parameters. It gives me the freedom to set those parameters ( How many lanes, How tall, How Wide, etc.) but it comes with a lot of work. Everything is done through nodes and not actual modelling that you see in other programs (Lightwave, Maya, Max, Softimage and Blender.)

I have some simple tutorials that I created for my work.I can put some out when I get back to the office. It goes over building creation for games and prop creation for games. We used for in-house training.

Blender is also great! I don't use Blender but I have lots of friends that use it and like it. I use Lightwave with LWCAD to create stuff. I like it better because it is a better modeler than Houdini. Lightwave is awesome but it does come with a price. Blender is free and is just as capable as Lightwave in the modeling department. You just have to work a little harder at it in Blender.

Houdini Apprentice is free but I don't think you can export to DTS with it. Try the free version and try to model something simple in it. Try 3dbuzz.com and look at there free training for Houdini. That should give you a feel for what Houdini is like.
Good Luck.
#19
04/08/2011 (6:13 pm)
Glen, I would love to see these tutorials you use. I recently purchased Houdini and am in need of some education by example. Will also look at 3dbuzz.com, thanks for that tip! :)

It is a weak modeler? Well, I am glad I still have my copy of Hexagon 2.5 as I grew rather proficient with it, but it lacks DTS export, which is why I picked up Houdini. I won't mind switching back and forth between the two to create things.
#20
04/08/2011 (7:21 pm)
If anyone is having trouble with the dts exporter in houdini just click on the question mark symbol. When the Houdini Exporter Node is open click on the Question mark int he upper right corner. This is the help file for that node.

@John McGlamory When I get into work on Monday I will see if we can post them up. If not I can make some for exporting out of Houdini and into Torque if needed.
Glen
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