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Houdini to Urho3d

Currently this is a very bare bones exporter!
This will export static meshes only!

Based on Reativas Blender exporter for Urho3D.

This is NOT well tested. It's a tool I made for my project specifically!
It makes a lot of assumptions as far as set up and exporting.
Tested in Houdini 13 only. Using Python 2.* that is bundled with it.

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"Installation"

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I've split it into 3 shelf tools.
Put the python scripts in your houdini user folder, usually ~/houdini[version]/scripts/python

  • "urho mesh" : export a simple static mesh object
  • "urho scene" : save XML prefab
  • "urho component" : set up paramaters for components
    • Currently only supports:
    • Static Mesh
    • Collision Shape
    • Rigid Body
    • "Light"

Each respective shelf tool uses the following python:

import urho
reload(urho)

urho.write_mdl()
import urho_xml
reload(urho_xml)

urho_xml.collect_nodes()
import urho_component
reload(urho_component)

urho_component.make_parms()

Meshes

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Select nodes (from inside a SOP) that you want to export as mdl, and push the shelf tool button.

  • Mdls will be names based on the node selected.
  • To be safe, Triangulate your mesh.
  • All attributes are read at the point context.
  • You MUST have normals at the point context.
  • Supports Cd, for vertex color.
  • Vertex color is a vector 4, the 4th element being alpha.
  • The export will use a float placed on the "Alpha" attribute. Otherwise, alpha is set to 1 [255].
  • Supports uv, and uv2.
  • You can put a detail attribute called "path" to bypass the folder selection for export.
  • It should be a string attribute that is the directory you want to write the mdl to.
    • *example:
    • */tmp/Models/ (MUST have a trailing "/")

Components

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Node should be either a "null" or a "merge", namedd COMP_*, where * is the component type. Select the node and use the shelf tool "urho component" to add the relevant parameters.

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Here the same Static Mesh component is being used in 4 differen Nodes. Nodes can be either a null or merge but must be named "Node_*" where * will be the name of the node. Followed by a transform, that will be the transform information of the Node in urho.

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This is some moss generated from the 4 rocks, that later is all merged into another node.

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And finally the last node

Select the final node (not the transform), and use the shelf tool "urho scene" to save out the prefab. It will prompt you to select a folder you want to save into. It will use the name of the node, sans the "NODE_" prefix.

This can be loaded into Urho3D.

Urho3D

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To do:

Bones, and Animation. LODs. Vertex Morphs.

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