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View Code? Open in Web Editor NEWA series of Houdini shelf tools that are geared towards game developers!
License: Other
A series of Houdini shelf tools that are geared towards game developers!
License: Other
Hi, I'm playing around with the new impostor tools.
Could I have missed a parameter setting in UE4?
Hello,
The 123.py appears to do nothing functional, but comes with the liability that it might be executed before your studio/other 123 and thereby prevent further execution.
Could we just have it removed from the repo?
Regards,
Jason
In a lot of cases I'm wanting to select faces with a similar angle to the original face, would it be possible add a angle parameter? It should be cumulative in that iteration 1 uses a max deviation of the original group, and iteration 2 uses a max deviation of iteration 1, etc.
Houdini Indie 16.5
GameDevToolset 16.6 branch
Pressing "Update Toolset" button on Game shelf shows error dialog:
"NoneType" object has no attribute "endswith"
Show Details on that dialog produces:
Traceback (most recent call last):
File "update_toolset", line 18, in
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/posixpath.py", line 70, in join
elif path == '' or path.endswith('/'):
AttributeError: 'NoneType' object has no attribute 'endswith'
Hello the team,
here are 2 issues with the simple baker :
Traceback (most recent call last):
File "", line 1, in
File "opdef:/Sop/sop_simple_baker?PythonModule", line 4, in render
File "C:/PROGRA1/SIDEEF1/HOUDIN1.268/houdini/python2.7libs\houpythonportion.py", line 3136, in decorator1/SIDEEF
return func(*args, **kwargs)
File "C:/PROGRA1/HOUDIN1.268/houdini/python2.7libs\hou.py", line 42467, in render
return _hou.RopNode_render(*args, **kwargs)
OperationFailed: The attempted operation failed.
Attach : .hip test file.
Setup_HIP.zip
Have a good day.
Selecting a color in the sop_edgegroup_to_curve doesn't update the displayed wire color.
polywire_color
is not used by the Color Sop inside the hda.
GameDevelopmentToolset Development branch
houdini version 16.5.405
Hi I'm getting an error in the 'rop_games_baker' node when I hit render. here is the issue: `
Error
Error rendering child: /out/rop_games_baker1/baketexture
Error
Error rendering child: /out/rop_games_baker1/pre_bake0
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "sssmodel".
Warning
Skipping unrecognized parameter "sssphase".
Warning
Skipping unrecognized parameter "opacpackedalpha".
Warning
Skipping unrecognized parameter "roundedEdge_enable".
Warning
Skipping unrecognized parameter "roundedEdge_radius".
Warning
Skipping unrecognized parameter "roundedEdge_mode".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "parmgroup_pivotxform".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "parmgroup_prexform".
Warning
Skipping unrecognized parameter "prexform_xOrd".
Warning
Skipping unrecognized parameter "prexform_rOrd".
Warning
Skipping unrecognized parameter "prexform_t".
Warning
Skipping unrecognized parameter "prexform_r".
Warning
Skipping unrecognized parameter "prexform_s".
Warning
Skipping unrecognized parameter "prexform_shear".
Message
[/out/rop_games_baker1/objnet]
Message
[/out/rop_games_baker1/objnet/matnet/plain_white]
Message
[/out/rop_games_baker1/objnet/custom_export]
Message
[/out/rop_games_baker1/objnet/low]
Message
[/out/rop_games_baker1/objnet/high]
Message
[/out/rop_games_baker1/objnet/cam1]
Message
[/out/rop_games_baker1/objnet/cam1/xform1]
`
I think the OSM importer is creating new points for each way vs just creating vertices, referencing the same nodes / points.
For example if there are two adjacent road segments ("ways"), in OSM they might reference these points:
..........0..................1........................WAYs
X------------X---------X................sample street
0...................1...............2................NODEs
But the importer creates two polylines, with the following points:
0: 0, 1
1: 2, 3
Eg point 1 in the original OSM file turns into two points (1 and 2) in the houdini import. This throws away valuable informaton and its reconstruction makes adjacency processing unnecessarily tedious.
Would it be possible to have a 1:1 correspondence between referenced OSM nodes and houdini points and (as now) a 1:1 correspondence between OSM ways and houdini polylines
with the polylines using vertices that occasionally share the same point/node ?
I.e.
0: 0, 1
1: 1, 2
https://www.sidefx.com/tutorials/exporting-vector-fields-to-ue4/
Anyone know why my ROP_vector_field is missing? I have 16.0.632 (latest) and also was missing in 0.6.25 version.
I have installed the game development toolset folder in my Documents/houdini16.0 folder and copied the path to the game development folder in the env file. Am I missing something? It works for this guy above?
H 16.5
Game Dev Shelf 16.5 branch
hou_node = always 0
no nodes imported any more - no stop signs, bus stops, traffic lights etc.
I am getting the error, "error rendering child".
Im running 16.5.323
This is a 300 frame bake out from a high-poly fluid surface to its low-poly counterpart. Both are already cached to objs. I am rendering basecolor and normal maps. What's strange is that everything worked fine up till the 107th frame. It renders a black base color and a blank purple normal map, then it tries to move on to the 108th frame but I don't see it creating the temp file first, (like it had been doing). It just hangs.
It was working so beautifully then it just stopped at frame 107.
I guess I'll get the new .378 production build and see what happens.
(In the Development branch at the time of writing).
The Games Baker node ignores the resolution settings and always bakes at 256x256.
When doing network rendering (baking sequence on multiple machines), gamebaker is not working - because all rendermachines use the same temp file names and overwrite each others temp files.
Need to add $F number to temp file names or something unique.
Hi there,
I have a Houdini Indie 16.5.323 and Windows 10.
I installed the Game Development Toolset manually and this error is displayed when I bring in the AutoUv node:
Error: Bad node type found: uvflatten::2.0 in /obj/geo1/sop_autouv1.
Warning: Unknown channel(s) "method" converted to spare parameter(s).
[/obj/geo1/sop_autouv1/uvflatten4]
Warning: Skipping unrecognized parameter "group".
Skipping unrecognized parameter "uvattrib".
Skipping unrecognized parameter "existinguvs".
Skipping unrecognized parameter "keepexistingseams".
Skipping unrecognized parameter "keepexistinglayout".
Skipping unrecognized parameter "pinboundaries".
Skipping unrecognized parameter "flattening".
Skipping unrecognized parameter "seamgroup".
Skipping unrecognized parameter "sepparm3".
Skipping unrecognized parameter "vertexpins".
Skipping unrecognized parameter "usepins".
Skipping unrecognized parameter "pins".
Skipping unrecognized parameter "alignedvertices".
Skipping unrecognized parameter "usealignments".
Skipping unrecognized parameter "alignments".
Skipping unrecognized parameter "straighedloops".
Skipping unrecognized parameter "usestraightenings".
Skipping unrecognized parameter "straightenings".
Skipping unrecognized parameter "layout".
Skipping unrecognized parameter "manuallayout".
Skipping unrecognized parameter "layoutseamgroup".
Skipping unrecognized parameter "sepparm4".
Skipping unrecognized parameter "lvertexpins".
Skipping unrecognized parameter "lpins".
Skipping unrecognized parameter "lalignedvertices".
Skipping unrecognized parameter "lalignments".
Skipping unrecognized parameter "lstraightenedloops".
Skipping unrecognized parameter "lstraightenings".
Skipping unrecognized parameter "outputgroups".
Skipping unrecognized parameter "useoutputseams".
Skipping unrecognized parameter "outputseams".
Skipping unrecognized parameter "useoutputconstrislands".
Skipping unrecognized parameter "outputconstrislands".
Skipping unrecognized parameter "layoutbox".
Skipping unrecognized parameter "bboxcenter".
Skipping unrecognized parameter "bboxsize".
[/obj/geo1/sop_autouv1/uvflatten4]
Error: Bad node type found: uvflatten::2.0 in /obj/geo1/sop_autouv1.
Warning: Unknown channel(s) "method" converted to spare parameter(s).
[/obj/geo1/sop_autouv1/uvflatten5]
Warning: Skipping unrecognized parameter "group".
Skipping unrecognized parameter "uvattrib".
Skipping unrecognized parameter "existinguvs".
Skipping unrecognized parameter "keepexistingseams".
Skipping unrecognized parameter "keepexistinglayout".
Skipping unrecognized parameter "pinboundaries".
Skipping unrecognized parameter "flattening".
Skipping unrecognized parameter "seamgroup".
Skipping unrecognized parameter "sepparm3".
Skipping unrecognized parameter "vertexpins".
Skipping unrecognized parameter "usepins".
Skipping unrecognized parameter "pins".
Skipping unrecognized parameter "alignedvertices".
Skipping unrecognized parameter "usealignments".
Skipping unrecognized parameter "alignments".
Skipping unrecognized parameter "straighedloops".
Skipping unrecognized parameter "usestraightenings".
Skipping unrecognized parameter "straightenings".
Skipping unrecognized parameter "layout".
Skipping unrecognized parameter "manuallayout".
Skipping unrecognized parameter "layoutseamgroup".
Skipping unrecognized parameter "sepparm4".
Skipping unrecognized parameter "lvertexpins".
Skipping unrecognized parameter "lpins".
Skipping unrecognized parameter "lalignedvertices".
Skipping unrecognized parameter "lalignments".
Skipping unrecognized parameter "lstraightenedloops".
Skipping unrecognized parameter "lstraightenings".
Skipping unrecognized parameter "outputgroups".
Skipping unrecognized parameter "useoutputseams".
Skipping unrecognized parameter "outputseams".
Skipping unrecognized parameter "useoutputconstrislands".
Skipping unrecognized parameter "outputconstrislands".
Skipping unrecognized parameter "layoutbox".
Skipping unrecognized parameter "bboxcenter".
Skipping unrecognized parameter "bboxsize".
[/obj/geo1/sop_autouv1/uvflatten5]
Error: Bad node type found: uvflatten::2.0 in /obj/geo1/sop_autouv1.
Warning: Unknown channel(s) "method" converted to spare parameter(s).
[/obj/geo1/sop_autouv1/uvflatten6]
Warning: Skipping unrecognized parameter "group".
Skipping unrecognized parameter "uvattrib".
Skipping unrecognized parameter "existinguvs".
Skipping unrecognized parameter "keepexistingseams".
Skipping unrecognized parameter "keepexistinglayout".
Skipping unrecognized parameter "pinboundaries".
Skipping unrecognized parameter "flattening".
Skipping unrecognized parameter "seamgroup".
Skipping unrecognized parameter "sepparm3".
Skipping unrecognized parameter "vertexpins".
Skipping unrecognized parameter "usepins".
Skipping unrecognized parameter "pins".
Skipping unrecognized parameter "alignedvertices".
Skipping unrecognized parameter "usealignments".
Skipping unrecognized parameter "alignments".
Skipping unrecognized parameter "straighedloops".
Skipping unrecognized parameter "usestraightenings".
Skipping unrecognized parameter "straightenings".
Skipping unrecognized parameter "layout".
Skipping unrecognized parameter "manuallayout".
Skipping unrecognized parameter "layoutseamgroup".
Skipping unrecognized parameter "sepparm4".
Skipping unrecognized parameter "lvertexpins".
Skipping unrecognized parameter "lpins".
Skipping unrecognized parameter "lalignedvertices".
Skipping unrecognized parameter "lalignments".
Skipping unrecognized parameter "lstraightenedloops".
Skipping unrecognized parameter "lstraightenings".
Skipping unrecognized parameter "outputgroups".
Skipping unrecognized parameter "useoutputseams".
Skipping unrecognized parameter "outputseams".
Skipping unrecognized parameter "useoutputconstrislands".
Skipping unrecognized parameter "outputconstrislands".
Skipping unrecognized parameter "layoutbox".
Skipping unrecognized parameter "bboxcenter".
Skipping unrecognized parameter "bboxsize".
[/obj/geo1/sop_autouv1/uvflatten6]
It doesn't seem to be working at all on my end, even when testing different meshes.
How can I get this working?
Thanks
I can't get the P output to work, any ideas?
Per OSM docs http://wiki.openstreetmap.org/wiki/Elements#Common_attributes
the node or way IDs are 64 bit integers.
I have noticed that after import some hou_id's are negative (and do not correspond to any OSM ids in the OSM file) - I suspect this is due to overflow ? Perhaps hou_id is being read/processed or stored as a 32bit int somewhere ?
For example OSM id (in the file) 2402018120 (a house on 122 Tennyson Ave in Palo Alto)
becomes hou_id -1892949176
I hope Houdini integer attributes can be 64 bits or else that hou_id might have to turn into a string type ?
How about a shelf tool that automates the process of backing /skinning cloth sim to animated geo with bones to use inside game engines.
I have created a python tool that does it inside Maya.
After I have created my cloth simulation and cached it out > I select the cloth sim and hit one button that > creates bones per each vertex of the cloth > parents those bones to each vertexpoint > Key the position of each bone over the length of the simulation > duplicates the the original geo and skin the bones to the duplicated piece.
I can email my tool if more details are needed.
Thanks
Martin
hou 16.5.268 on osx, gamedev toolset 1.43
when creating a merge small islands sop, i get these errors - however creating the uvflatten node on its own is no problem
Warning: Skipping unrecognized parameter "uvattrib".
[/obj/geo1/sop_merge_small_islands1/connectivity6]
Warning: Skipping unrecognized parameter "uvattrib".
[/obj/geo1/sop_merge_small_islands1/connectivity7]
Error: Bad node type found: uvflatten::2.0 in /obj/geo1/sop_merge_small_islands1.
Warning: Unknown channel(s) "method, uvattrib" converted to spare parameter(s).
[/obj/geo1/sop_merge_small_islands1/uvflatten7]
,,,,
Houdini 16.5
Game Dev Toolset 16.5 branch
Warning: "/obj/geo1/sop_osm_importer1" using incomplete asset definition (full definition not found).
The following node types are using incomplete asset definitions:
Sop/sop_osm_importer
Node info on the OSM importer sop says:
This node is using an incomplete asset definition.
It will not function properly until the asset library containing the full definition is installed.
also noticed the sop is missing its OSM icon.
Is there a LICENSE.txt that can be included with this repository?
If these tools are all open source, it would be great to be able to use them in a studio development setting. Or if these are included as part of the Houdini licensing agreement, it would be great to know how the licensing model works.
Hi
Using latest dev branch of GDT and latest current daily build of Houdini ( 16.0.708) on Ubuntu Mate 16.04 LTS (Linux).
After hitting Render I do seem to create both FBX and Position, Normal textures but BBOX MIN MAX are not populated. They remain zero. I assume also that any generated textures are also incorrect. Please see https://www.sidefx.com/forum/topic/51435/?page=1#post-231242 and
https://www.sidefx.com/forum/topic/50513/?page=1#post-231270
Whatever the top parameters have as the resolution, my output tga files always have 1024*1024.
Soft bodies export with normalize base on max/min BBOX. It's wrong. It must normalize base on maximum points deviation. Now it usualy clamps.
Hi peeps
First of all thanks a lot for this awesome package, is very useful in our current projects and help us a lot for being honest. I am responsible for a lot of destruction so I use a lot RBD to FBX node and wonder in report that it will strictly pick DOP geometry to fetch from DOP network, won't work if you use transform pieces with points (at least you copy all template attributes but still, from a DOP geometry), a practical way would be to store a bgeo but still it crashes if come from File SOP
Another thing is that there is a kind of residual cache inside the node each time you send a version, at that point that older geos come with each version into FBX in Maya, so a king of clean objects or clean cache would cool to have.
Thanks a lot, this is tested on OS Win 10 64bits using Hou 16.0.705. Hope would be useful
Cheers!
Leo Grabau
VFX artist - Eidos Montreal
sop_edgegroup_to_curve.hda Group dropdown menu does not pick up defined group - it doesn't show as selection choice, however when group name is typed manually into field node works correctly
Following the GDC video when I render the Vertex Animation Textures HDA the BBOX min / max values are never populated. I've attached a project reflecting what's in the video. Is there a missing step? Tested with HOU16.0.557 and 16.0.600
I'm using the Dev branch, Houdini Apprentice 16.0.705 and following this tutorial by Luiz Kruel: https://www.sidefx.com/tutorials/games-baker-rop/
Unwrapping works great but when I try to render with the Games Baker ROP I get an error.
The Game Baker node gives me this error:
Error rendering child: /out/rop_games_baker1/baketexture
and when I open it up, the baketexture node gives me this error:
Error
Command Exit Code: 1
[14:42:57] mantra: Mantra tile imager open failure: Tiled Image File: 0 file []
File: C:/Users/Administrator/render\\LOW_tmp.exr
File: C:/Users/Administrator/render\\LOW_tmp.exr
File: C:/Users/Administrator/render\\LOW_tmp.exr
File: C:/Users/Administrator/render\\LOW_tmp.exr
[14:42:57] mantra: Could not open imager
[14:42:57] mantra: UV rendering failed for object /out/rop_games_baker1/objnet/low
I tried running Houdini as administrator as someone suggested somewhere else but that didn't change anything.
I'm very new to Houdini so I might be missing something.
Returning to same project I am unable to create fbx. Using dev branch (Vertex Animation Textures Beta).
On render I generate position and normal maps but no fbx. No error is generated,
Obvious cause would be if running Apprentice but definitely is Indie 16.0.705
Can you suggest troubleshooting steps?
First of all Thanks for this amazing plugins.
I have a quick question?
Is there any way we can write out the RBD sim before and use the cache to create these keyframes ??
or possibility to work with cached out sims ??
Thanks
Vimal
Houdini crashes on import with the Fire Sprite Sample.
To not get any wired scaling issues with RBD fractured objects, I noticed to set the following expression for START and END frame in the RBD to FBX Settings. - https://imgur.com/a/xA3G0
Windows 10. with the lastest updates as of 5 Jan 2018
Houdini Indie 16.5.323
GameDevelopmentToolset 1.8, stable, installed with the "Update Toolset" tool.
When pressing 5 on the viewport on this Houdini Project file, with the sop_autouv node set to display, Houdini will crash 100% of the time.
Crash report from claud; Houdini Version 16.5.323 [Windows 10.0.10586]
Uptime 352 seconds
Fri Jan 5 17:53:08 2018
Caught signal 11
Traceback from 78608 ThreadId=0x0000dd70
CURRENT THREAD 56688
+0x69834efe [GUI_GeoRender::buildEdgeHighlight]
+0x6984c7ba [GUI_GeoRender::update]
+0x69826303 [GUI_DetailLook::updateForRender]
+0x69585582 [DM_VPortAgent::setupGeometry]
+0x695826cb [DM_VPortAgent::renderViewport]
+0x69572ddb [DM_VPortAgent::doRender]
+0x6955177a [DM_Viewport::doRender]
+0x68e9db0c [UI_Feel::renderMe]
+0x68e98f16 [UI_Feel::doRenderKids]
+0x68e98df4 [UI_Feel::doRender]
+0x68e9db0c [UI_Feel::renderMe]
+0x68e98f16 [UI_Feel::doRenderKids]
+0x68e98df4 [UI_Feel::doRender]
+0x68f83120 [UI_Viewport::reRender]
+0x68f88ff1 [UI_Window::renderChildViews]
+0x68f8634d [UI_Window::doRedrawSubclass]
+0x6954981f [DM_ViewLayout::doMakeTriple]
+0x68f88a08 [UI_Window::redrawRequest]
+0x68f2e1fa [UI_Queue::doWindowRedraws]
+0x68f2e348 [UI_Queue::drain]
+0x68f2e83c [UI_Queue::eventLoop]
+0x69e424d0 [AP_Interface::loadWindowGeometry]
+0x69e42ca9 [myWinMain]
+0x0a8d16cb
+0x983f1fe4 [BaseThreadInitThunk]
+0x98b4ef91 [RtlUserThreadStart]
flow bug
I downloaded the gamedev toolset and i got most of the tools but the fracture animation export is missing
Pls help
I'm looking for the simple_rbd_pos and simple_rbd_rot textures, as seen in the Unity tutorial Rigid Bodies @ 6:20
I couldn't found them in the vertex_animation_examples.unitypackage
Hi,
I'm testing the simple file that I find in https://www.sidefx.com/tutorials/generating-impostor-textures/, but actually when I open file I see errors like:
"/out/mantra_ipr:
Skipping unrecognized parameter "output5";
The following node type are using incomplete asset definitions:
Shop/turnable_lens
Driver/rop_impostor_texture
Object/obj_impostor_camera_rig
Shop/fisheyelens"
If I try with Houdini 16.0, I get only this error:
" Shop/turnable_lens
Shop/fisheyelens"
and in the state of render with "comp_normals" node of Imposter texture.
Someone can give me a hand to fix this problem, please?
I cant seem to get the OSM importer to work on Linux, the python node fails with:
File"", line 203, in
File"", line 129, in build
AttributeError:'Geometry'object has no attribute 'createPoints'
using h16
works fine on osx
Your current unity shaders do not consider particle system transformations (coming from the particle system. for example v.vertex). This should be implemented.
Hi.
Pivot painter tool 1.0 that inclined GameDevelopmentToolset is so great.
but our team project uses pivot paint 2.0 method. so I have to use 3dsmax with a script that Unreal provide. it's get by to work with. but with Houdini's workflow it would be much better.
I hope there is a plan for Pivot paint 2.0.
Or maybe a little tutorial for convert Pivot paint 1.0 vertex color output to
Pivot paint 2.0 version which is texture based output, would be a real help.
Thank you.
Cloning fresh GameDev tools from Development branch gives:
"/obj/obj_impostor_camera_rig1/shopnet1/shop_octahedron_impostor_lens1" using incomplete asset definition (full definition not found).
in the impostor camera rig. The turntable shader hda is referenced correctly and source controlled. The newer octahedral lens cvex lens shader is not source controlled and marked as embedded (but has a incomplete asset definition?)
I found a possible bug using the Latest Vertex Animation Texture Beta (from the development branch) that is related to the fact I'm using a Make Loop tool and starting my animation to a frame not equal to 0.
As described here, I simply created a tube, then a grid that I attached together and added some wind. Cached the results, and then using the Make Loop I choose frame 100 as start frame and 450 as End Frame. I adjusted my global animation options accordingly.
The I create a Vertex Animation Textures Beta and select my Grid/Output node and unchecked the Pack Normal into Alpha option.
The Render Normal node will generate some errors. Error rendering Child: /out/vertexanimationtexturesbeta1/RENDER_NORMAL.
In the subnode RENDER_NORMAL, the error says Failed to Retreive Pixel Information.
Please let me know if you need more information
I'm running into issues with the vertex animation rop for rigid bodies (and possibly soft bodies). The results in Unity don't match Houdini.
I believe the trouble started with commit c335807 which included 524eadb, which updates the RBD exporter to use COPs and adds additional bounding box parameters.
Commits before the COPs update work fine for me.
Observations about the bounding box change: I see that the new additional one is for pivots, but it's never used anywhere in the RBD shader. The results for both of them are very different from what I was getting pre-COPs update. For example, pre-COPs I was (400, -400) for BBOX MAX/MIN, and this new one I'm getting (55, -55) and (300, -300) for BBOX MIN/MAX and BBOX MIN/MAX 1, respectively.
Here's a test file made in Houdini Indie 16.0.762.
fractureTest.zip
Tweeted about this earlier:
https://twitter.com/ambrosiussen_p/status/957854590724009987
It'd be great to explore rendering these textures at lower resolutions and doing some basic interpolation between frames, rather than having to render out every single frame. This would be great for highly continuous materials like soft bodies / cloth, but might not work so well on a fluid / rbd.
This being said, the current textures are quite small, which is great! :)
Hi, I'm not sure if it would be a good idea to throw this here.
Would it be possible to maybe add a feature like this to the toolset?
I haven't explored ways to do something like this in COPs. For now I've used Gimp's "Make Seamless" filter:
Which works quick and great. But it would be nice to not have to go out of Houdini just for that.
I generated the noise image in COPs, then saved it out to be made seamless in Gimp.
Maybe I'm doing something wrong during the installation or maybe it just will not work in apprentice, but I couldn't find these "beta" ROPs under MacOS
Hello,
I had the same issue as user 099440a80f774063a1e115922 at this site: https://www.sidefx.com/tutorials/houdini-game-dev-tools-instant-meshes-bridge/
After running instant meshes OTL I got intersections on the result geometry
After some trial and error with instant meshes cmdline options I figured out that it can be fixed by using -D (dominant) flag
in context of this OTL I added:
cmd.append("-D")
before this line:
cmd.append("-f")
I am not sure if this hardware specific issue, but I hope that it could be helpful for some other users :)
Have a nice day
Not sure if this is only an issue with the auto-updater but the amazing vertex animation cache feature appears to have been removed or at least unavailable without downloading it manually.
The pivot is misplaced in game engine (Unity in my case) when exporting a rigid body simulation with the VertexAnimationTextures ROP.
Here is a fix:
@P = v@rest;
by @P = v@pivot;
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