is orbolt not upgrading otls from hdalc right now?
https://www.orbolt.com/asset/dom::SDFMPackage::1.0 I tried this one from orbolt on a machine at work with Houdini core
but I'm getting a msg saying Houdini needs to enter limited commercial
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Houdini Lounge » Selling HDAs on my outside of Orbolt
- Sirvoxelot
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The Orbolt Smart 3D Asset Store » orbolt down?
- Sirvoxelot
- 75 posts
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is orbolt down? didn't work yesterday, and doesn't seem to be up today,
edit: it's back!
edit2: it's back down again!
edit: it's back!
edit2: it's back down again!
Edited by Sirvoxelot - Nov. 23, 2023 16:07:11
The Orbolt Smart 3D Asset Store » orbolt openID issues
- Sirvoxelot
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seems like I keep getting issues trying to log into orbolt with my sidefx login, I can log in with my gmail account, it's fine?
is there a way i can just merge the accounts? so that i choose either the sidefx login, or the gmail login, and they go to the same orbolt account?
this is the error i get with orbolt trying to log in with houdini acc on chrome
Error: invalid_request
Mismatching redirect URI.
is there a way i can just merge the accounts? so that i choose either the sidefx login, or the gmail login, and they go to the same orbolt account?
this is the error i get with orbolt trying to log in with houdini acc on chrome
Error: invalid_request
Mismatching redirect URI.
Technical Discussion » how to get fbx attributes on a bone into houdini?
- Sirvoxelot
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I've attached an FBX(2020) file of a skinned and animated fish from maya2022, with some blendshapes and custom attributes also keyed.
I finally figured out how to read in blendshapes on an FBX imported into houdini, how do I read in the attribute values?
I'm using houdini 19.5, I thought i read somewhere that there's some kinda fbx update in houdini 19.5, but not sure what it is.
I'm actually trying to figure out how to export these kind of values out for unreal. and these attributes I guess would be the last thing for me to figure out how to export from houdini, so I can stop using maya for it. but I figure if I can't read the fbx from maya, I won't be able to export properly to unreal.
I finally figured out how to read in blendshapes on an FBX imported into houdini, how do I read in the attribute values?
I'm using houdini 19.5, I thought i read somewhere that there's some kinda fbx update in houdini 19.5, but not sure what it is.
I'm actually trying to figure out how to export these kind of values out for unreal. and these attributes I guess would be the last thing for me to figure out how to export from houdini, so I can stop using maya for it. but I figure if I can't read the fbx from maya, I won't be able to export properly to unreal.
Technical Discussion » kinefx transfer weight from one bone to another
- Sirvoxelot
- 75 posts
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is there an easy way in kinefx to transfer one all the skin weights from one bone to another?
Technical Discussion » view kinefx animation as local transforms
- Sirvoxelot
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Technical Discussion » view kinefx animation as local transforms
- Sirvoxelot
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Thanks again Tomas!
I don't know how to read the matrix though
got any vex that I can copy to transfer '__effective_local_transform' or 'local transform' decomposed t: or r: to P ?
I don't know how to read the matrix though
got any vex that I can copy to transfer '__effective_local_transform' or 'local transform' decomposed t: or r: to P ?
Technical Discussion » view and edit animation curves from an FBX
- Sirvoxelot
- 75 posts
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tamte
the incoming animation into keyframes on RigPose that you can further tweak
(if you are getting errors maybe prepend Compute Transform SOP, even though theoretically should not be required)
Ahh thanks Tomas! I thought you were on vacation
but it looks like that worked, maybe I was trying it on too many bones before, but that compute transform SOP also seems useful as maybe I can just look at some of the values there in spreadsheet?. and I think some settings were messing up the bakes, like I have to turn off 'world space' and bake from rest pose. Also it seems the loading of the graph after clicking on a bone is slower than it is in maya at the moment, hopefully sidefx can speed that up!
Technical Discussion » view kinefx animation as local transforms
- Sirvoxelot
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so I know kinefx is set up as 3x3 world transform animations on the points
is there an easy way to to visualize an animation with all the bones animating in local space from world zero?
I see rigdoctor with initialize transforms adds a local 4x4 matrix, but I don't know much about matrix math, so I'm not even sure how I could transfer local to regular transform.
basically looking for a procedural way to spot joints that don't move much in an animation
is there an easy way to to visualize an animation with all the bones animating in local space from world zero?
I see rigdoctor with initialize transforms adds a local 4x4 matrix, but I don't know much about matrix math, so I'm not even sure how I could transfer local to regular transform.
basically looking for a procedural way to spot joints that don't move much in an animation
Edited by Sirvoxelot - Sept. 8, 2022 20:22:17
Technical Discussion » view and edit animation curves from an FBX
- Sirvoxelot
- 75 posts
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OHHH, import FBX
is there no built in way from kinefx? or I guess I should just export to fbx then import those alone?
is there no built in way from kinefx? or I guess I should just export to fbx then import those alone?
Technical Discussion » view and edit animation curves from an FBX
- Sirvoxelot
- 75 posts
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anyone know how to modify and edit animation curves on a bone?
in maya I can just click on a bone, and tweak it, but I'm not sure how to do the same thing from houdini
https://www.sidefx.com/community-main-menu/character-workflow-rig-animate-secondary-motion/ [www.sidefx.com] and in the video by Esther Trilsch, I like how you can add a rig on top of existing animation, but it seems that the rigs are additive on top of old animation, how would i be able to view and edit the curve in local bone space, or world space?
in maya I can just click on a bone, and tweak it, but I'm not sure how to do the same thing from houdini
https://www.sidefx.com/community-main-menu/character-workflow-rig-animate-secondary-motion/ [www.sidefx.com] and in the video by Esther Trilsch, I like how you can add a rig on top of existing animation, but it seems that the rigs are additive on top of old animation, how would i be able to view and edit the curve in local bone space, or world space?
Houdini for Realtime » How to export groom attributes to Unreal?
- Sirvoxelot
- 75 posts
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oh nevermind,maybe it was an update, but now when i export the groom into UE, it seems like it imports fine with guides and strands, but it seems like the strands actually shifts position a bit
Houdini for Realtime » How to export groom attributes to Unreal?
- Sirvoxelot
- 75 posts
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MaiAois there a reference file for this? I tried exporting with the unreal groom for UE5preview1 but I have to reimport and translate before exporting another ABC to make it import aligned correctly to the fbx in UE5. If I try to use UE5's import rotation it doesn't update, and if I use the translation in the UEgroom export, it looks like it's not rotating correctly. I'm also not sure how to properly pipe in the groom from the guides. I can get it in and match the fbx 1:1 if all the hair is guides though.
Have you tried Labs Unreal Groom Export SOP? It's new. Came out last week.
houdini 19.0.547
with labs 19.0.531
Edited by Sirvoxelot - March 4, 2022 01:22:12
Houdini Indie and Apprentice » Imported FBX keyframes
- Sirvoxelot
- 75 posts
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you can try the labs fbx character import
and pipe all 3 of the ports to a joint deform
and pipe all 3 of the ports to a joint deform
Technical Discussion » deltamush and kinefx
- Sirvoxelot
- 75 posts
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is there a way to to delta mush a kinefx rig, and then attempt to convert that weight back to skeleton?
Houdini for Realtime » UE5 stuff
- Sirvoxelot
- 75 posts
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awesome! these seem handy! Thank you for the links! but they don't get very detailed in their documentation
Houdini for Realtime » houdini groom to unreal 4.26+
- Sirvoxelot
- 75 posts
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Hello
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Hair/AlembicForGrooms/ [docs.unrealengine.com]
does anyone have an example file for setting the correct attribute values on a groom abc that will be exported for unreal engine?
like the stuff in geometry Parameters on that page?
like where does the scope constant/uniform stuff go?
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Hair/AlembicForGrooms/ [docs.unrealengine.com]
does anyone have an example file for setting the correct attribute values on a groom abc that will be exported for unreal engine?
like the stuff in geometry Parameters on that page?
like where does the scope constant/uniform stuff go?
Houdini for Realtime » UE5 stuff
- Sirvoxelot
- 75 posts
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https://www.sidefx.com/docs/houdini/news/19/engine.html [www.sidefx.com]
was looking at this houdini 19 stuff
any documentation for this? All of it looks cool
but these 2 in particular caught my eye
UE5 plugin with Nanite, Geometry Collection, and Chaos support.
UE5 plugin skeletal mesh support for KineFX
was looking at this houdini 19 stuff
any documentation for this? All of it looks cool
but these 2 in particular caught my eye
UE5 plugin with Nanite, Geometry Collection, and Chaos support.
UE5 plugin skeletal mesh support for KineFX
Houdini Indie and Apprentice » Transfer blendshape to LOD
- Sirvoxelot
- 75 posts
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ah I seem to have gotten it to kinda work with the 'attribute transfer by UV' nice
UV attribute class: vertex
UV Attribute uv
transfer to Points
Point attributes:P
https://www.youtube.com/watch?v=wIHQO13kvkE [www.youtube.com]
I also found this workflow which might be helpful to someone doing blendshape transfer to LODs with just polyreduce nodes for FBX blendshape transfers
UV attribute class: vertex
UV Attribute uv
transfer to Points
Point attributes:P
https://www.youtube.com/watch?v=wIHQO13kvkE [www.youtube.com]
I also found this workflow which might be helpful to someone doing blendshape transfer to LODs with just polyreduce nodes for FBX blendshape transfers
SI Users » Deform by UV in Houdini
- Sirvoxelot
- 75 posts
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