Houdini to Unity: Advanced Production Pipeline
Houdini and Unity are two industry standard tools for Visual FX and game development. This course will teach you how to combine them and create a professional pipeline to generate your game assets faster than ever.
What you'll learn
Game development pipelines are a critical part of any game studio. Whether you're a one-man show or a company of hundreds of employees, you'll need an efficient and stable way to create your game artifacts, and update them seamlessly with minimum effort or interruption to the total development process. In this course, Houdini to Unity: Advanced Production Pipeline, you'll learn the steps to create an efficient pipeline using Houdini and Unity3D – two of the most prominent game development tools. First, you'll explore how to setup your Unity project, so that artifacts created in Houdini will be imported automatically complete with animation controllers, animation states, and prefab construction. Next, you'll discover how to use Houdini to maximize your production when creating game artifacts to be imported into Unity. Finally, you'll cover how to use your new pipeline to update game assets quickly and seamlessly within Unity. By the end of this course, you'll be able to get your game to market faster than ever. Software required: Houdini and Unity.
Table of contents
- Covering the Goals 1m
- Debugging in Visual Studio 3m
- Create Stub Scripts 3m
- Add Ship Components 3m
- Code the PlayerControls Component 5m
- Code the LookAt2d Component 7m
- Code the FollowMouse Component 6m
- Code the GenericFX Component 6m
- Code the DropCollider Component 6m
- Start Coding the WeaponSystem Component 4m
- Finish the WeaponSystem Component 7m
- Code the ExplosionSpawner Component 5m
- Covering Overall Goals 4m
- Create Houdini Global Channels 6m
- Populate the Global Channels 7m
- Start the COP and HDA Subnetworks 3m
- Start the COP_FX Network 2m
- Start to Create the HDA 2m
- Add GEO, Light, and Camera 4m
- Modify the Inputs of the HDA 3m
- Add ROP and COP Networks 3m
- Build out the UI of Your HDA 6m
- Module Review and What's Coming 1m
- Module Goals 1m
- HScript and Python Primer 7m
- Python Continued 6m
- Control the Camera with Python 4m
- Isolate Geometry with Python 6m
- Create Dynamic Controls with Python 7m
- Reference ROPs with HScript 9m
- Populate HDA with HScript Expressions 7m
- Populate ROP Channels with Expressions 9m
- ROP Expressions Continued 7m
- Module Review 1m
- Module Goals 1m
- Build Filename with Python 7m
- Use Compositor to Build Warp Effect 6m
- Use Python to Reload Images 5m
- Update Gloabl Params with Python 4m
- Stretch COP Keyframe Animations 4m
- Pseudocode the Stretch Method 6m
- Code the Stretch Method 5m
- Complete the StretchKeys() Function 8m
- File Cleanup Scripts 6m
- Test File Cleanup Scripts 5m
- Module Review 1m
- Module Goals 1m
- Unity Post-processing Events 4m
- Add the Pseudocode 3m
- Create the Helper Method 4m
- Code the Callback Method 4m
- Begin Coding the Main Processing Method 4m
- Continue Coding the Main Processing Method 2m
- Coding the Keyframes 3m
- Coding the Controller and States 2m
- Coding the Transitions 2m
- Adding Class-specific Custom Components 2m
- Testing Your Code 5m
- Module Review 1m