By rangi




Show results per page

7 items.

Write Channels

General / Digital Asset (CHOP)

by rangi profile

Writes out each channel into a seperate .bclip

Version 2 / 2 (2007-02-09 01:37:41 EST) 1833 downloads

Feedback Rop Cop

Compositing / Digital Asset (COP)

by rangi profile

Writes out current frame, reads in previous frame. Allows you to effectively wire up a feedback loop in your cop network.

Only seems to work when unlocked at the moment.

Version 2 / 2 (2011-02-21 22:49:46 EST) 233 downloads

Apprentice

rsMirrorSubd

Modeling / Digital Asset (SOP)

by rangi profile

This operator is similar to the Mirror Subdivide provided by sidefx. Additionally it will clip the geometry in half before mirroring, so you don't need to be working on only a half model before applying. It also provides 4 hotkeys to viewing combinations for the cage/surface (display/template) representation.

Version 1 / 1 (2004-10-13 22:44:00 EST) 3264 downloads

obj sequence to point cache converter

General / Other

by rangi profile

A python script to convert a sequence of obj files to a .pc2 file. This allows exporting animated geometry from Houdini into 3D Studio Max. This only works for deforming geometry where the point count does not change (won't work for particles!)

Usage: obj_2_pc2.py [-h] [-s startframe] [-o outfile.pc2] [-r] [-f samplerate] objfile .. objfile_n

Convert a series of obj files to a single .pc2 file

Command line options:

h - show help on usage

o - provide output .pc2 filename, default is constructed from first obj file

s - provide start frame for .pc2 header, default is 1

f - provide sample rate for .pc2 header, default is 1

r - do not rotate, (x,y,z) does not become (x,-z,y)

Examples:

$ obj_2_pc2.py myobjs.*.obj

$ obj_2_pc2.py -r myobjs.*.obj

$ obj_2_pc2.py -s 101 -f 2 -o sample_rate_of_2.pc2 myobjs.*.obj

Quickstart:

1/ export your sequence as objs with a Rop Output Driver Sop.. make sure you used padded file numbers (eg. myobjs.$F4.obj)

2/ run the obj_2_pc2.py script passing those objs as arguments.. (eg obj_2_pc2.py myobjs.*.obj)

3/ Import the first obj into max

4/ fix the geometry up (add Normal modifier and smooth modifier with auto-smooth)

5/ attach the myobjs.pc2 point cloud to the imported geometry with the following plugin:

http://maxplugins.de/max8.php?search=pointcache&sort=Author

Version 1 / 1 (2007-06-07 00:25:07 EDT) 1181 downloads

Capture Pose Scripts

Characters / Houdini Script

by rangi profile

These are a few scripts to help in set up the capture poses of characters.

They are designed to be run as operator menus, ie. They will show up when you right click on a bone tile. They are applied to all currently selected bones.

Set Capture Pose - Set's the current capture pose to whatever pose the bones are in.

Align Deform Region - Aligns the deform regions with the capture regions (see bonealigncapture command)

Expose Joints in Capture Pose - When the Bone Kinematic Override is set to Capture Pose usually the joint geometry is hidden. This exposes that geometry.

Hide Joints in Capture Pose - This reverses the effect of the Expose Joints in Capture Pose, reverting to the default behaviour

Version 1 / 1 (2004-10-25 01:05:51 EST) 3192 downloads

Biovision .bvh mocap bone padder

Animation / Other

by rangi profile

This perl script will add a redundant bone to the end of each skeleton branch since the houdini conversion script mcbiovision drops the last bone in any branch. You get your fingers, toes and heads back!

$ bvhpad.pl orignal.bvh > padded.bvh

$ mcbiovision padded.bvh

My perl is so rusty the engine has fallen out, so caveat emptor. Most especially if your motion data lines have a leading space it screws up horribly. Someone fix that.. please?

Version 1 / 1 (2005-03-23 04:59:31 EST) 3223 downloads

Apprentice

rsIlluminateVolume

Rendering / Digital Asset (VOP)

by rangi profile

This is the VEX Volume Cloud shader's code wrapped up into a vop, so you can jump start creating a custom volume shader.

Simply create a new VOP shader, put down a rsIlluminateVolume vop, create a "density" parameter wired into the density input. Wire the "colour" and "opacity" outputs to Cf and Of respectively and you have the equivalent of the VEX Volume Cloud shader.

From here you can modify the density value going in (such as multiply it by a noise), or have fun re-colouring the output.

NB: Of course.. this can totally be done with RMB: Create New Vop Type... Didn't need to create this afterall!! Doh!

NB again: Took this out of the trash, since the Create New Vop Type functionality is broken in some versions of Houdini.

Version 1 / 1 (2010-04-08 02:34:15 EDT) 183 downloads