Houdini/Unreal: Create box with collision and physics with Houdini Engine

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I'm using Houdini Engine to create a box, fracture it and also create collision and set "Simulate Physics" to true - all in Houdini and nothing of this is done manually in Unreal.

Interesting: If you disable "Gravity" by hand in Unreal, the Box is NOT falling anymore (like expected). BUT if you enable it again, the Box is STILL not falling. It seems that there's a glitch in the system and then you have to rebuild your HDA asset.

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Thank you Simon! I’m just getting my head around using Houdini Engine in Combination with Dynamics in Unity & Unreal, and it helps to have some tutorials in addition to the documentation!

RaschidAN
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How could we get the constraints to go over to unreal engine so it doesn't fall apart and requires force to break it?

marklermer
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So, is this using Unreals physics engine to do the physics on this asset at runtime? Cause Im actually trying to figure out how to do the opposite, Im trying to bake physics from a wire solver in an HDA. Ive got cables that I want to cook to fall and rest on objects in the environment and then just stay like that forever, with no runtime physics actually happening in unreal.

madmodder
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Hello Simon,
Could the physics be set off before I can shoot and shatter the block with a projectile?

nathan-rsoe
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nice! should this parameters works also for the standard FBX export withous using Houdini Engine?

dominikd
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Cool tutorial, thanks for this. One question say it I wanted to make something like this. I.e. a falling rock. Could I sell it on the unreal market place? Is the houndini plugin free for the end user? Or do they need to buy houndini?

SuperMontana