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Vertex Animation Textures Workflow (#29)

* Base Commit

* Moved Misplaced Asset + Added Documentation

* Updated VAT ROP with inverse winding option + Check Normals

* More precisions in the documentation

Co-authored-by: Thomas Iché <thomasi@unity3d.com>
/main
GitHub 3 年前
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共有 89 个文件被更改,包括 14594 次插入1 次删除
  1. 11
      DCC-Tools~/Houdini/README.txt
  2. 41
      Documentation~/DCCTools.md
  3. 9
      package.json
  4. 1001
      DCC-Tools~/Houdini/Examples/VAT-Skinmesh.hip
  5. 1001
      DCC-Tools~/Houdini/Examples/VAT-SourceMeshes.hip
  6. 1001
      DCC-Tools~/Houdini/Examples/VAT.hip
  7. 527
      DCC-Tools~/Houdini/VAT-ROP.hda
  8. 8
      Samples~/VertexAnimationTextures/Mesh.meta
  9. 166
      Samples~/VertexAnimationTextures/Mesh/VATMesh-1024.mesh
  10. 8
      Samples~/VertexAnimationTextures/Mesh/VATMesh-1024.mesh.meta
  11. 166
      Samples~/VertexAnimationTextures/Mesh/VATMesh-16384.mesh
  12. 8
      Samples~/VertexAnimationTextures/Mesh/VATMesh-16384.mesh.meta
  13. 166
      Samples~/VertexAnimationTextures/Mesh/VATMesh-2048.mesh
  14. 8
      Samples~/VertexAnimationTextures/Mesh/VATMesh-2048.mesh.meta
  15. 166
      Samples~/VertexAnimationTextures/Mesh/VATMesh-256.mesh
  16. 8
      Samples~/VertexAnimationTextures/Mesh/VATMesh-256.mesh.meta
  17. 166
      Samples~/VertexAnimationTextures/Mesh/VATMesh-4096.mesh
  18. 8
      Samples~/VertexAnimationTextures/Mesh/VATMesh-4096.mesh.meta
  19. 166
      Samples~/VertexAnimationTextures/Mesh/VATMesh-512.mesh
  20. 8
      Samples~/VertexAnimationTextures/Mesh/VATMesh-512.mesh.meta
  21. 166
      Samples~/VertexAnimationTextures/Mesh/VATMesh-8192.mesh
  22. 8
      Samples~/VertexAnimationTextures/Mesh/VATMesh-8192.mesh.meta
  23. 8
      Samples~/VertexAnimationTextures/SampleTextures.meta
  24. 122
      Samples~/VertexAnimationTextures/SampleTextures/Blobby-VATNRM.exr.meta
  25. 122
      Samples~/VertexAnimationTextures/SampleTextures/Blobby-VATPOS.exr.meta
  26. 98
      Samples~/VertexAnimationTextures/SampleTextures/Blobby2-VATNRM.tga.meta
  27. 98
      Samples~/VertexAnimationTextures/SampleTextures/Blobby2-VATPOS.exr.meta
  28. 122
      Samples~/VertexAnimationTextures/SampleTextures/Blobby2b-VATNRM.exr.meta
  29. 122
      Samples~/VertexAnimationTextures/SampleTextures/Blobby2b-VATPOS.exr.meta
  30. 122
      Samples~/VertexAnimationTextures/SampleTextures/Blobby3-VATNRM.exr.meta
  31. 122
      Samples~/VertexAnimationTextures/SampleTextures/Blobby3-VATPOS.exr.meta
  32. 1001
      Samples~/VertexAnimationTextures/SampleTextures/Blobby4-VATNRM.tga
  33. 98
      Samples~/VertexAnimationTextures/SampleTextures/Blobby4-VATNRM.tga.meta
  34. 98
      Samples~/VertexAnimationTextures/SampleTextures/Blobby4-VATPOS.exr.meta
  35. 8
      Samples~/VertexAnimationTextures/SampleTextures/PosedCharacter.meta
  36. 1001
      Samples~/VertexAnimationTextures/SampleTextures/PosedCharacter/PosedAnim-VATNRM.tga
  37. 98
      Samples~/VertexAnimationTextures/SampleTextures/PosedCharacter/PosedAnim-VATNRM.tga.meta
  38. 98
      Samples~/VertexAnimationTextures/SampleTextures/PosedCharacter/PosedAnim-VATPOS.exr.meta
  39. 1001
      Samples~/VertexAnimationTextures/SampleTextures/PosedCharacter/PosedCharacter.obj
  40. 105
      Samples~/VertexAnimationTextures/SampleTextures/PosedCharacter/PosedCharacter.obj.meta
  41. 110
      Samples~/VertexAnimationTextures/SampleTextures/Splash01-VATNRM.exr.meta
  42. 110
      Samples~/VertexAnimationTextures/SampleTextures/Splash01-VATPOS.exr.meta
  43. 98
      Samples~/VertexAnimationTextures/SampleTextures/TeapotMorph-VATNRM.tga.meta
  44. 98
      Samples~/VertexAnimationTextures/SampleTextures/TeapotMorph-VATPOS.exr.meta
  45. 8
      Samples~/VertexAnimationTextures/Scenes.meta
  46. 8
      Samples~/VertexAnimationTextures/Script.meta
  47. 8
      Samples~/VertexAnimationTextures/Script/Editor.meta
  48. 26
      Samples~/VertexAnimationTextures/Script/Editor/VATTexturePostProcessor.cs
  49. 11
      Samples~/VertexAnimationTextures/Script/Editor/VATTexturePostProcessor.cs.meta
  50. 9
      Samples~/VertexAnimationTextures/Script/VertexAnimationTextureMesh.cs
  51. 11
      Samples~/VertexAnimationTextures/Script/VertexAnimationTextureMesh.cs.meta
  52. 8
      Samples~/VertexAnimationTextures/Shaders.meta
  53. 8
      Samples~/VertexAnimationTextures/VFX.meta
  54. 1001
      Samples~/VertexAnimationTextures/VFX/VAT-Characters.vfx
  55. 7
      Samples~/VertexAnimationTextures/VFX/VAT-Characters.vfx.meta
  56. 1001
      Samples~/VertexAnimationTextures/VFX/VAT-SingleParticle.vfx
  57. 7
      Samples~/VertexAnimationTextures/VFX/VAT-SingleParticle.vfx.meta
  58. 1001
      Samples~/VertexAnimationTextures/Scenes/VAT-Scene.unity
  59. 7
      Samples~/VertexAnimationTextures/Scenes/VAT-Scene.unity.meta
  60. 64
      Samples~/VertexAnimationTextures/Scenes/New Lighting Settings.lighting
  61. 8
      Samples~/VertexAnimationTextures/Scenes/New Lighting Settings.lighting.meta
  62. 704
      Samples~/VertexAnimationTextures/Shaders/Sample VertexAnimationTexture.shadersubgraph
  63. 10
      Samples~/VertexAnimationTextures/Shaders/Sample VertexAnimationTexture.shadersubgraph.meta
  64. 1001
      Samples~/VertexAnimationTextures/Shaders/VAT-Simple.shadergraph
  65. 10
      Samples~/VertexAnimationTextures/Shaders/VAT-Simple.shadergraph.meta

11
DCC-Tools~/Houdini/README.txt


========
* Use the File > Import > Houdini Digital Asset to Import the Unity_VFX_Tools.hda file.
* Use the File > Import > Houdini Digital Asset to Import the VAT-ROP.hda file to import the VAT ROP
2021 - 11 - 21:
---------------
Added VAT ROP Exporter
2021 - 11 - 02:
---------------
Upgraded PCache/VF exporters to python3
Added X flip option for export
2018 - 11 - 02:
---------------

41
Documentation~/DCCTools.md


* **Examples** (Folder) : Contains a set of houdini example files (.hipnc)
* **Unity_VFX_Tools.hda** : The digital Asset file containing the Unity VFX Toolbox Digital assets for Houdini.
* **VAT-ROP.hda** : The digital Asset file containing the Vertex Animation Texture ROP Exporter.
## Vertex Animation Textures
Vertex animation textures is a workflow that enable animating vertices of a mesh, based on data baked into texture objects. These textures contain generally per-pixel data that correspond to the position, normal or other attributes of a particular vertex. The positions can be baked either as absolute, or relative to a reference mesh (for ex: a T-Pose character). VFXToolbox enables the worfklow by providing a Houdini Exporter and some sample assets that you can import in your unity project to handle these textures
## Houdini VAT Exporter (ROP)
The VAT-ROP exports point data from frames of an animated mesh to textures. It produces textures with point data that correspond to the values of position and normal of a given SOP. Each texture is composed of lines of data, each line corresponding to one frame of animation. Every pixel on one line holds the data for a particular vertex.
For convenience, we advise to facet (unique points) and derive normals to points so we end up in a 1:1 point:vertex values for export.
#### Baking Modes
It can be used in two different modes:
* *Non-uniform topology* : This mode assumes that the geometry is re-written every frame and will bake the absolute positions of vertices by groups of 3. You have to determine a maximum point count so it will drive the width of the texture. In non-uniform topology mode, degenerate input geometry must be used. There are some assets exported with way, already bundled in the VertexAnimationTextures Sample of VFX Toolbox. In a Non-Uniform Topology, only the Positions and the Normals are exported.
* *Uniform topology* : This mode uses a reference mesh as initial pose, so all the positions are not baked as their absolute value, but instead as position differences from the T-Pose. This enables sampling multiple frames and performing blending. Normals are still baked as absolute value in object space.
#### Export Options
Some options enable you to perform some changes before export such as:
* Reverse Frame Order
* Reverse Triangle Winding (Triangles will appear back-face, this can solve some of the inverted faces issues in unity)
#### Export File Formats
The exporter can run in two different file formats: EXR and TGA. EXR holds 32bit floating point value data per channel, whereas TGA only stores data in 8 bit per channel. TGA Also stores the -1 to 1 range in unsigned normalized.
#### Limitations:
* Maximum of 16384 points per frame baked (maximum width of a texture in unity)
* Only Position / Normals baked at the moment
* TGA Export clamps values from an unit cube (-1 .. 1) in each axis, and stores it as unsigned normalized.
* If a Point Normal attribute is not found, the log will output a warning, and the Normal VAT texture will be filled with Up vector constant values)
### Import in Unity
By deploying the VertexAnimationTextures sample from the VFXToolbox package manager page, you will install in the project some assets that you can start with, or use as example to use vertex animation textures. The sample also contains an `AssetPostprocessor` that will configure any texture of extension `tga` or `exr` with the following suffixes `-VATPOS` (Position) or `-VATNRM` (Normals).
A `VAT-Simple` Shadergraph uses a sample `Sample VertexAnimationTexture` Subgraph that loads the value directly from the VertexID. Its use is demonstrated through the `VAT-SingleParticle.vfx` and `VAT-Characters.vfx` VFXGraphs
### Troubleshooting
* __In Uniform topology, the geometry can become garbled__: as if the triangles were in correct place, but somehow rotated. This is related to the winding order of the mesh. Please check the `Optimize Mesh` in the import options and ensure `Vertex Order` is enabled. Also, the problem can also come from the inverted winding
* __The animation is played backwards__ : This can happen when your texture is baked top to bottom. You can use the Reverse Frame order option in the exporter, or play it backwards (see the ReverseAnimation property in the `VAT-SingleParticle` example)

9
package.json


],
"type": "tool",
"hideInEditor": false,
"unity": "2020.2"
"unity": "2020.2",
"samples": [
{
"displayName": "Vertex Animation Textures (VATs)",
"description": "Additional Assets for sampling VertexAnimationTextures. Use the VAT ROP houdini exporter in the package's DCC-Tools~ directory to generate textures from houdini. These samples use ShaderGraph, Visual Effect Graph and High Definition Render Pipeline to render.",
"path": "Samples~/VertexAnimationTextures"
}
]
}

1001
DCC-Tools~/Houdini/Examples/VAT-Skinmesh.hip
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1001
DCC-Tools~/Houdini/Examples/VAT-SourceMeshes.hip
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查看文件

1001
DCC-Tools~/Houdini/Examples/VAT.hip
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527
DCC-Tools~/Houdini/VAT-ROP.hda


INDX INDEX_SECTION�a�-�houdini.hdalibrary�a�-�Driver/vat_output�B3a�-�
vat_outputVertex Animation Texture*oplib:/Driver/vat_output?Driver/vat_output ROP_shellDrivera�-�INDX DialogScript�a�� CreateScript�-a�-�TypePropertiesOptions.a��HelpKa�� Tools.shelfKa�:InternalFileOptionsL0a�-� Contents.gz|�a�-� PythonModule^#J#JExtraFileOptions?�ua��# Dialog script for vat_output automatically generated
{
name vat_output
script vat_output
label "Vertex Animation Texture"
help {
""
}
parm {
name "execute"
baseparm
label "Render"
joinnext
export none
}
parm {
name "renderdialog"
baseparm
label "Controls..."
nolabel
export none
}
parm {
name "trange"
label "Valid Frame Range"
type ordinal
default { "off" }
menu {
"off" "Render Current Frame"
"normal" "Render Frame Range"
"on" "Render Frame Range Only (Strict)"
}
parmtag { "autoscope" "0000000000000000" }
parmtag { "script_callback_language" "python" }
}
parm {
name "f"
label "Start/End/Inc"
type float
size 3
default { [ "$FSTART" hscript-expr ] [ "$FEND" hscript-expr ] "1" }
disablewhen "{ trange == off }"
range { 0 10 }
parmtag { "autoscope" "0000000000000000" }
parmtag { "script_callback_language" "python" }
}
parm {
name "take"
label "Render with Take"
type string
default { "_current_" }
menu {
[ "opmenu -l -a shell1 take" ]
}
parmtag { "autoscope" "0000000000000000" }
parmtag { "script_callback_language" "python" }
}
parm {
name "parm_reverseFrames"
label "Reverse Frames"
type toggle
default { "0" }
parmtag { "script_callback_language" "python" }
}
groupsimple {
name "folder"
label "Baking Options"
parm {
name "parm_mode"
label "Label"
type integer
default { "0" }
menu {
"0" "Non-Uniform Topology (Fluids)"
"1" "Uniform Topology (Skin/RB Animation)"
}
range { 0 10 }
parmtag { "script_callback_language" "python" }
}
parm {
name "pointCount"
label "Point Count"
type integer
default { "16384" }
hidewhen "{ parm_mode != 0 }"
range { 256 16384 }
parmtag { "script_callback_language" "python" }
}
parm {
name "parm_tpose"
label "T-Pose reference SOP"
type oppath
default { "" }
hidewhen "{ parm_mode != 1 }"
parmtag { "opfilter" "!!SOP!!" }
parmtag { "oprelative" "." }
parmtag { "script_callback_language" "python" }
}
parm {
name "sop_output"
label "Target Animated SOP"
type oppath
default { "" }
parmtag { "opfilter" "!!SOP!!" }
parmtag { "oprelative" "." }
parmtag { "script_callback_language" "python" }
}
parm {
name "pram_reverseWinding"
label "Reverse Triangle Winding"
type toggle
default { "0" }
parmtag { "script_callback_language" "python" }
}
}
groupsimple {
name "folder0"
label "Output"
parm {
name "folder_customOutputFolder"
label " "
type toggle
joinnext
default { "0" }
parmtag { "script_callback_language" "python" }
}
parm {
name "parm_manualPath"
label "Output Directory"
type directory
default { "$HIP/" }
disablewhen "{ folder_customOutputFolder == 0 }"
parmtag { "script_callback_language" "python" }
}
parm {
name "parm_outFileName"
label "Base File Name"
type string
default { "VAT" }
parmtag { "script_callback_language" "python" }
}
parm {
name "parm_posPrecision"
label "Position File Type"
type integer
default { "1" }
menu {
"0" "TGA (Low-precision)"
"1" "EXR (High Precision)"
}
range { 0 10 }
parmtag { "script_callback_language" "python" }
}
parm {
name "parm_nrmPrecision"
label "Normals File Type"
type integer
default { "0" }
menu {
"0" "TGA (Low-precision)"
"1" "EXR (High Precision)"
}
range { 0 10 }
parmtag { "script_callback_language" "python" }
}
}
}
# Automatically generated script
\set noalias = 1
#
# Creation script for vat_output operator
#
if ( "$arg1" == "" ) then
echo This script is intended as a creation script
exit
endif
# Node $arg1 (Driver/vat_output)
opexprlanguage -s hscript $arg1
opuserdata -n '___Version___' -v '' $arg1
CheckExternal := 1;
ContentsCompressionType := 1;
ForbidOutsideParms := 1;
GzipContents := 1;
LockContents := 1;
MakeDefault := 1;
ParmsFromVfl := 0;
PrefixDroppedParmLabel := 0;
PrefixDroppedParmName := 0;
SaveCachedCode := 0;
SaveIcon := 1;
SaveSpareParms := 0;
UnlockOnCreate := 0;
UseDSParms := 1;
<?xml version="1.0" encoding="UTF-8"?>
<shelfDocument>
<!-- This file contains definitions of shelves, toolbars, and tools.
It should not be hand-edited when it is being used by the application.
Note, that two definitions of the same element are not allowed in
a single file. -->
<tool name="$HDA_DEFAULT_TOOL" label="$HDA_LABEL" icon="$HDA_ICON">
<toolMenuContext name="viewer">
<contextNetType>ROP</contextNetType>
</toolMenuContext>
<toolMenuContext name="network">
<contextOpType>$HDA_TABLE_AND_NAME</contextOpType>
</toolMenuContext>
<toolSubmenu>Unity VFX</toolSubmenu>
<script scriptType="python"><![CDATA[import drivertoolutils
drivertoolutils.genericTool(kwargs, '$HDA_NAME')]]></script>
</tool>
</shelfDocument>
 nodeconntype nodeparmtype���W_o�6װ�Y��=9UI��l��-�և,04��I�%T"5����$��;R���V��)P��wG������q�ڏy�>I���g���Di$I�ep��r���޴��AV�L���
)s*��~�+�#� ]S��n;�6Tg%S9+�����N�`k�v2�4�k�yn+T�+�I��,���4�#7��L �ٍ�r@S�t��E���@ ����fM[S���;����Y�H�����*eɼR�޳%�9��,�uYï���Z�ܒ�^��jj���̜ā���hWk�f7��M��C�^ц���޽u+~�aI���L2�I�$\D)�~V���R��2��G;]
�.K�P���W痿?;��K���� ��0����2��i
�,b��r��?~���.DTe�jmv�YS��蚡����c+#���5�)&M�x�p�^�V�1��6�֗G�Y0�#���sU��&²���pܓ&;��Z�Y��a�$��!�a�����[�ڎ���Y���݁!�x�����HU>��i;l������J�����B�kT�3 ���C�BE$=_��ls��s����bk[���p�֥���;s��I�2+�W��?/ȕw�n��ۇ8����.4]��.�`
���U�x�� ����d���*��d���#�6 �U�ʹᕷ�: ׏^]y���� �B�=�I�Ӄ��iҖ�����W�总�e�f�7�����0z;�������׼��XT�kcO�f(�Ao�4
�K�
f�y����C��^U�U�(�����Ȣ<ߓz��kcb�/��a4��UUs@΍���4�1�P��7�m-@���_D��l~j'=D��pJ=}L��!�,���4�̴�7�8,�gB(=e�wwR����R�y77Jv���w{򸇘>��i��**~?ӧ�`����Na|���G�z~E>��e�d�D�3퐣_����//�;�����ɉ�/��L��import numpy as np
import hou
import os.path
#####################################################
# Targa I/O Helper
class Targa(object):
m_fileName = ""
m_width = 1
m_height = 1
m_rgbdata = bytearray()
m_adata = bytearray()
# CONSTRUCTOR WITH CREATE
def __init__(self, fileName, width, height):
self.m_fileName = fileName
self.m_width = width
self.m_height = height
self.m_rgbdata = bytearray(width*height*3)
self.m_adata = bytearray(width*height)
self.Fill(0,255,0,255)
def Fill(self, r, g, b, a):
for i in range (self.m_height*self.m_width):
self.m_rgbdata[i*3] = r
self.m_rgbdata[i*3+1] = g
self.m_rgbdata[i*3+2] = b
self.m_adata[i] = a
def SetPixelByIdx(self,i,r,g,b,a):
self.m_rgbdata[i*3] = r
self.m_rgbdata[i*3+1] = g
self.m_rgbdata[i*3+2] = b
self.m_adata[(i)] = a
return
def SetPixel(self,x,y,r,g,b,a):
index = self.getIndexRGB(x,y)
self.m_rgbdata[index] = r
self.m_rgbdata[index+1] = g
self.m_rgbdata[index+2] = b
self.m_adata[(x*y)] = a
return
def getIndexRGB(self,x,y):
return ((y*self.m_width)+x)*3
def getIndexA(self,x,y):
return (y*self.m_width)+x
def R(self,x,y):
return self.m_rgbdata[self.getIndexRGB(x, y)]
def G(self,x,y):
return self.m_rgbdata[self.getIndexRGB(x, y)+1]
def B(self,x,y):
return self.m_rgbdata[self.getIndexRGB(x, y)+2]
def A(self,x,y):
return self.m_adata[self.getIndexA(x, y)]
def Save(self,mode):
f = open(self.m_fileName, 'wb')
# WRITE HEADER
header = bytearray()
header.append(0) # No ID Field
header.append(0) # No Color Map
header.append(2) # Uncompressed Color without colormap
# Null dummies for colormap (unused)
header.append(0)
header.append(0)
header.append(0)
header.append(0)
header.append(0)
# End Null dummies
# 2 bytes for X origin, 2 bytes for Y origin (will be zero)
header.append(0)
header.append(0)
header.append(0)
header.append(0)
# Width then Length (2 bytes each)
header.append(self.m_width % 256)
header.append(self.m_width >> 8)
header.append(self.m_height % 256)
header.append(self.m_height >> 8)
if mode == 0: # RGB
header.append(24)
else: # RGBA
header.append(32)
# Descriptor have to be zero to be truvevision targa compliant
header.append(0)
# WRITE HEADER
f.write(header)
image_data = bytearray()
count = 0
# WRITE DATA
for j in range(self.m_height-1,-1,-1):
for i in range(self.m_width):
count += 1
image_data.append(self.B(i, j))
image_data.append(self.G(i, j))
image_data.append(self.R(i, j))
if mode == 1:
image_data.append(self.A(i, j))
f.write(image_data)
f.close()
def byte(value):
return max(0,min(255,int((value * 0.5 + 0.5) * 255)))
def saveImageDataToTGA(data, count, frames, filename):
tga = Targa(filename, count, frames)
for i in range(count * frames):
r = byte(data[i*4])
g = byte(data[i*4+1])
b = byte(data[i*4+2])
tga.SetPixelByIdx(i,r,g,b,255)
tga.Save(0)
def initialize():
node = hou.pwd().parent()
minFrame = node.parm("f1").evalAsFloat()
maxFrame = node.parm("f2").evalAsFloat()
interval = node.parm("f3").evalAsFloat()
mode = node.parm("parm_mode").evalAsInt()
frames = int((1 + maxFrame - minFrame)/interval)
if mode == 0:
count = int(node.parm("pointCount").evalAsInt())
elif mode == 1:
count = len(node.parm("sop_output").evalAsNode().geometry().prims()) *3
if count == 0 or count > 16384:
raise hou.Error("incorrect point count or SOP not referenced");
posData = np.empty((count*frames)*4, dtype=float)
nrmData = np.empty((count*frames)*4, dtype=float)
sop = node.parm("sop_output").evalAsNode()
if sop == None:
print ("No SOP Object Defined")
return
geo = sop.geometry()
if geo.findPointAttrib("N") == None:
print ("WARNING: No N (Nornal) attribute found at point level, will default to Up Normal")
node.setCachedUserData("mode",mode)
node.setCachedUserData("count",count)
node.setCachedUserData("frames",frames)
node.setCachedUserData("posData",posData)
node.setCachedUserData("nrmData",nrmData)
def process(frame):
node = hou.pwd().parent()
posHQ = node.parm("parm_posPrecision").evalAsInt() == 1
nrmHQ = node.parm("parm_nrmPrecision").evalAsInt() == 1
reverseWinding = node.parm("pram_reverseWinding").evalAsInt() == 1
reverseFrames = node.parm("parm_reverseFrames").evalAsInt() == 1
sop = node.parm("sop_output").evalAsNode()
if sop == None:
print ("No SOP Object Defined")
return
geo = sop.geometry()
count = node.cachedUserData("count")
mode = node.cachedUserData("mode")
posData = node.cachedUserData("posData")
nrmData = node.cachedUserData("nrmData")
hasNormal = geo.findPointAttrib("N") != None
if mode == 1:
ref_points = node.parm("parm_tpose").evalAsNode().geometry().points()
# "not" is intended here, we reverse layout by default in order to be compatible with unity
if not reverseFrames:
minFrame = node.parm("f1").evalAsFloat()
maxFrame = node.parm("f2").evalAsFloat()
interval = node.parm("f3").evalAsFloat()
frames = int((1 + maxFrame - minFrame)/interval)
frame = frames-frame
i = 0
for prim in geo.prims():
k = 0
pts = prim.points()
if reverseWinding:
pts.reverse()
for point in pts:
if i >= count:
print ("Reached more than {} points at frame {}".format(count,frame))
break
if k > 2:
print ("Found a primitive with more than 3 vertices{}".format(count,frame))
break
if mode == 0:
pos = point.position()
elif mode == 1:
idx = point.number()
pos = point.position() - ref_points[idx].position()
if hasNormal:
nrm = point.attribValue("N")
else:
nrm = (0.0,1.0,0.0)
stride = int(((frame-1)*count*4)+(i*4))
posData[stride] = -pos[0]
posData[stride+1] = pos[1]
posData[stride+2] = pos[2]
nrmData[stride] = -nrm[0]
nrmData[stride+1] = nrm[1]
nrmData[stride+2] = nrm[2]
k = k+1
i = i+1
node.setCachedUserData("posData",posData)
node.setCachedUserData("nrmData",nrmData)
def finalize():
node = hou.pwd().parent()
count = node.cachedUserData("count")
frames = node.cachedUserData("frames")
posData = node.cachedUserData("posData")
nrmData = node.cachedUserData("nrmData")
customOut = (node.parm("folder_customOutputFolder").evalAsInt() == 1)
if(customOut):
cwd = node.parm("parm_manualPath").evalAsString()
else:
cwd = os.path.dirname(hou.hipFile.path())
f = node.parm("parm_outFileName").evalAsString()
if(node.parm("parm_posPrecision").evalAsInt() == 0):
ext = "tga"
filename = "{}/{}-VATPOS.{}".format(cwd,f,ext)
print("Saving Position to : {} ...".format(filename))
saveImageDataToTGA(posData, count, frames, filename)
else:
ext = "exr"
filename = "{}/{}-VATPOS.{}".format(cwd,f,ext)
print("Saving Position to : {} ...".format(filename))
hou.saveImageDataToFile(posData, count, frames, filename)
if(node.parm("parm_nrmPrecision").evalAsInt() == 0):
ext = "tga"
filename = "{}/{}-VATNRM.{}".format(cwd,f,ext)
print("Saving Position to : {} ...".format(filename))
saveImageDataToTGA(nrmData, count, frames, filename)
else:
ext = "exr"
filename = "{}/{}-VATNRM.{}".format(cwd,f,ext)
print("Saving Position to : {} ...".format(filename))
hou.saveImageDataToFile(nrmData, count, frames, filename)
node.destroyCachedUserData("posData")
node.destroyCachedUserData("nrmData") PythonModule/Cursor �)PythonModule/IsExprPythonModule/IsPythonPythonModule/IsScriptPythonModule/SourceViewerStateModule/CodeGenInput�{
"state_name":"",
"state_label":"",
"state_descr":"",
"state_icon":"$HH/config/Icons",
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}

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Samples~/VertexAnimationTextures/Script/Editor/VATTexturePostProcessor.cs


using UnityEngine;
using UnityEditor;
public class VATTexturePostProcessor : AssetPostprocessor
{
void OnPreprocessTexture()
{
if( assetPath.EndsWith("-VATPOS.tga")
|| assetPath.EndsWith("-VATPOS.exr")
|| assetPath.EndsWith("-VATNRM.tga")
|| assetPath.EndsWith("-VATNRM.exr")
)
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Samples~/VertexAnimationTextures/Script/VertexAnimationTextureMesh.cs


using UnityEngine;
public class VertexAnimationTextureMesh : MonoBehaviour
{
private void OnPostRender()
{
}
}

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查看文件

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