hda就是houdini digital asset数字资产的意思

和otl格式一样可以用于适用于houdini engine的多个dcc软件或引擎

比如上图的ue4和unity3d

当然maya中和Houdini本身也是可以使用的

 

话说otl已经被替代 早期叫otl 现在叫hda,下面放上区别

houdini otl hda difference 区别
https://forums.odforce.net/topic/22150-create-digital-assets-saves-as-hda-instead-of-otl/
The original terminology was OTL files for Operator Type Libraries because the file contains a series of Operator Types. However, this encompassed the "operator types" for both the native C++ nodes, as well as the "scripted subnet" node types. So the Houdini Digital Asset (HDA) terminology was born to replace "scripted subnets" (or possibly some other name change in between that I forget ATM). To further add to the confusion, it was common practice to only put ONE HDA into an OTL file. So the term OTL started to be used interchangeably with HDA by expert users. In H14, an attempt has been started to go with the HDA terminology, without losing backwards compatibility.

但是otl还是可以被正常使用的

关于unity3d或者ue4的前面博客有些许介绍,下面写下houdini本身怎么使用这些素材

使用file import houdini digital asset...导入,直接拖入无效(至少16.5之前是这样)
选择导入位置,默认只有当前工程current hit only,就是说下一次启动Houdini就消失了
scanned asset library directories 就是 C:\Program Files\Side Effects Software\Houdini 16.5.268\houdini\otls 目录,但是这个貌似还是临时的,需要在Asset Manager中右键merge,然后就会在C:\Users\yourname\Documents\houdini16.5\otls创建一个

已经导入的资产可以在window-Asset Manager中看到
一般是current hip file里展开看到
如果安装选择 scanned asset library directories 那么就在scanned里面找

要删除直接右键uninstall,可能还会在文件夹留下hda文件,但是无法调用到了

 

hda如果import以后,改变位置会造成houdini提示是否保存
导入后可以tab调出
如果需要永久的直接放入C:\Users\yourname\Documents\houdini16.5\otls里面即可

 

相关链接(有的内容比较老了 比如以前版本还是找的window里的Operator Type Manager)

http://www.sidefx.com/docs/houdini/assets/install.html

https://www.sidefx.com/forum/topic/37676/?page=1#post-171971

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