Hi Soothsayer
Yeah maybe but not exactly. What I am looking for an automated way of selecting chains of bones(tens of them) and creating geometry out of bone placements and lenghts. So basically what you have there is the very basic idea, we just need to automate it. I think this can be done easily with Python. I will give it a go later, I was just wondering if there is an imminent solution available.
It is not very convenient to replace bone objects one by one. It would be just smarter to parent to bones since I want to use manufactured mesh as a deformingmesh with the originating bones.
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Technical Discussion » Converting bones to geometry?
- kursad
- 88 posts
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Houdini Indie and Apprentice » Transferring animation/rig information?
- kursad
- 88 posts
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Technical Discussion » Converting bones to geometry?
- kursad
- 88 posts
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Hi
Does anyone know of any method that could convert regular bones into geometry for quick model figure sketching? I do not mean the regular bone shapes into polygonal objects though
It would be nice to convert them to polygons or curves.
thanks
Does anyone know of any method that could convert regular bones into geometry for quick model figure sketching? I do not mean the regular bone shapes into polygonal objects though
It would be nice to convert them to polygons or curves.
thanks
Technical Discussion » Skinning Lsystem skeletons?
- kursad
- 88 posts
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Edward,
That is just too easy!
I have been using polywire for another personal work and never thought of using it for this one. For some reason I did not thing it would work on this kind of object.
Great tip, thanks again
That is just too easy!
I have been using polywire for another personal work and never thought of using it for this one. For some reason I did not thing it would work on this kind of object.
Great tip, thanks again
Technical Discussion » Skinning Lsystem skeletons?
- kursad
- 88 posts
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Hi
What would be the best method to get nice looking skinned tubes out of Lsystems?
I have tried couple methods like copy, rails, metaballs etc and none of them giving me any reasonable mesh
thanks
What would be the best method to get nice looking skinned tubes out of Lsystems?
I have tried couple methods like copy, rails, metaballs etc and none of them giving me any reasonable mesh
thanks
Technical Discussion » Point instances-sprites after caching particles to disk?
- kursad
- 88 posts
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Hi
I am trying to render particles with instances and sprites. According to the docs it is very easy to setup. However I have created a simulation and cached my particles to disk, so I am not dealing with the Popnets at all and all the solutions inside the documentation deals with the solutions that are added within a popnet sop like instance and sprite operators inside the popnets.
Any suggestions?
thanks
I am trying to render particles with instances and sprites. According to the docs it is very easy to setup. However I have created a simulation and cached my particles to disk, so I am not dealing with the Popnets at all and all the solutions inside the documentation deals with the solutions that are added within a popnet sop like instance and sprite operators inside the popnets.
Any suggestions?
thanks
Technical Discussion » Create mesh from a point cloud?
- kursad
- 88 posts
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You can try Meshlab. It has point cloud support. It is free software. If you are under Linux, you can run it under Wine
http://meshlab.sourceforge.net/ [meshlab.sourceforge.net]
http://meshlab.sourceforge.net/ [meshlab.sourceforge.net]
Technical Discussion » Shatter and ForEach SOP
- kursad
- 88 posts
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Not sure if you have the same issue I had recently with similar pipeline. Instead of “stamp” expression try the “stamps” expression. It spits out a string variable.
Houdini Lounge » New to Houdini and... why houdini?
- kursad
- 88 posts
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Because Houdini is probably the only general purpose 3d application that is designed and done right. Sure everyone loves Houdini particles and effects, but you can do a lot of other stuff with it.
I like all other applications I use daily(Modo, Blender and once in a while I am forced to use Maya). They all provide a lot of good tools and options, but Houdini provides very different approach to solving production related problems.
Btw Blender is very very capable piece of software both for modelling and animating. I have done quite a bit of work in it. Considering that it is free and open source, really you cannot beat that.
I generally model in Modo, Wings or in Blender. All of these are pretty damn good packages for modelling.
I like all other applications I use daily(Modo, Blender and once in a while I am forced to use Maya). They all provide a lot of good tools and options, but Houdini provides very different approach to solving production related problems.
Btw Blender is very very capable piece of software both for modelling and animating. I have done quite a bit of work in it. Considering that it is free and open source, really you cannot beat that.
I generally model in Modo, Wings or in Blender. All of these are pretty damn good packages for modelling.
Technical Discussion » Using Ray Sop to move an external object?
- kursad
- 88 posts
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Hi
Thanks for the speedy follow up. I have 2 different solutions now.
I will go with the point expression first. I totally forgot about point expression which something I have used in the past. Tamte thanks for refreshing my memory.
Edward, I will also try the sticky object as a solution to see if it is any faster. My grid is very large so I need to go with the faster solution.
Thanks for the speedy follow up. I have 2 different solutions now.
I will go with the point expression first. I totally forgot about point expression which something I have used in the past. Tamte thanks for refreshing my memory.
Edward, I will also try the sticky object as a solution to see if it is any faster. My grid is very large so I need to go with the faster solution.
Technical Discussion » Using Ray Sop to move an external object?
- kursad
- 88 posts
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Hi
I am trying to move an object that is on a surface.
What I have done
-I have a grid with animated mountain Sop
-I added an add Sop which then I use ray Sop to project on the grid so that I have a track reference vertex.
So far this works, the point moves with the surface
-Then I added an attribute Sop ($POINTPOS-point-vector ) that grabs the $TX, $TY and $TZ values of the single point that is fed to the ray Sop
- I can see that values of the transformed point is passed properly to the attribute Sop in the details view
My problem is that I cannot take this attribute and feed into a transform Sop or transform slots at object level. I want some objects to move with this point. Ideally I would like to reference this track point by different objects. I guess I need to be able to reference particular attribute on particular point.
What would be the right way to take that point level attribute data and use for tranform slot either via pasting channel references or directly using as attribute data?
thanks
I am trying to move an object that is on a surface.
What I have done
-I have a grid with animated mountain Sop
-I added an add Sop which then I use ray Sop to project on the grid so that I have a track reference vertex.
So far this works, the point moves with the surface
-Then I added an attribute Sop ($POINTPOS-point-vector ) that grabs the $TX, $TY and $TZ values of the single point that is fed to the ray Sop
- I can see that values of the transformed point is passed properly to the attribute Sop in the details view
My problem is that I cannot take this attribute and feed into a transform Sop or transform slots at object level. I want some objects to move with this point. Ideally I would like to reference this track point by different objects. I guess I need to be able to reference particular attribute on particular point.
What would be the right way to take that point level attribute data and use for tranform slot either via pasting channel references or directly using as attribute data?
thanks
Technical Discussion » animation workflow
- kursad
- 88 posts
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Technical Discussion » PBR help
- kursad
- 88 posts
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heydabop
Fake caustic support should not be checked under render properties, or the properties for the material, as fake caustics are what you're seeing in that render. anamous looks like he's covered it in his scene though.
Also, if you are interested in getting caustics while using micropolygon rendering or ray tracing (not PBR), I'd be glad to explain how. However, it is more complex than using PBR.
Sorry for late bump on this topic. I was looking for some light into this issue of MPR and caustics. So I would be interested to know how to set up proper looking caustics in MPR.
Houdini Lounge » Want Houdini Tutorials ??? VOPS too ??? CHECK THIS OUT
- kursad
- 88 posts
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Houdini Lounge » Free Models (.OBJ)
- kursad
- 88 posts
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@Allegro
Thanks for the tip. I did upload them to Exchange site. For some reason the preview images are not showing, minor issue though.
Thanks for the tip. I did upload them to Exchange site. For some reason the preview images are not showing, minor issue though.
Houdini Lounge » Free Models (.OBJ)
- kursad
- 88 posts
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Hi
Recently I released some models(mostly in Blender), but I figured Houdini users might find them useful so here they are in .obj format
The pictures below show extra 2 models that is not in this pack(cell phone and the vampire guy). When I have time I will add them under this topic. I will also create digital assets to share on Exchange.
These are released under CC licence which means you can use them in both personal and commercial works. The only thing you cannot do is selling these models as if they were yours.
The monkey
http://stashbox.org/868609/TheMonkey_OBJ.zip [stashbox.org]
The female
http://stashbox.org/868608/Femail_Body_Free_Share_OBJ.zip [stashbox.org]
The scientist
http://stashbox.org/868607/TheScientist_OBJ.zip [stashbox.org]
cheers
Recently I released some models(mostly in Blender), but I figured Houdini users might find them useful so here they are in .obj format
The pictures below show extra 2 models that is not in this pack(cell phone and the vampire guy). When I have time I will add them under this topic. I will also create digital assets to share on Exchange.
These are released under CC licence which means you can use them in both personal and commercial works. The only thing you cannot do is selling these models as if they were yours.
The monkey
http://stashbox.org/868609/TheMonkey_OBJ.zip [stashbox.org]
The female
http://stashbox.org/868608/Femail_Body_Free_Share_OBJ.zip [stashbox.org]
The scientist
http://stashbox.org/868607/TheScientist_OBJ.zip [stashbox.org]
cheers
Technical Discussion » Exporting .obj with groups?
- kursad
- 88 posts
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tamte,
Thanks for your help. That seems to be doing the job fine. That is what I was trying to achieve.
Thanks for your help. That seems to be doing the job fine. That is what I was trying to achieve.
Technical Discussion » Exporting .obj with groups?
- kursad
- 88 posts
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Just to follow up on exporting seperate items using foreach idea:
I have managed to export every group as a seperate object using foreach sop. I have put partition and connectivity sops between my groups and foreach . I used attribute in foreach panel,which then I was able to use stamping inside the file write node inside the foreach sop. So far it does the job for me. At least every group is exported with unique name, stamped with the connectivity output.
Ideally I would like to export my objects with their proper group names. What would be the way to achieve that?
I have managed to export every group as a seperate object using foreach sop. I have put partition and connectivity sops between my groups and foreach . I used attribute in foreach panel,which then I was able to use stamping inside the file write node inside the foreach sop. So far it does the job for me. At least every group is exported with unique name, stamped with the connectivity output.
Ideally I would like to export my objects with their proper group names. What would be the way to achieve that?
Technical Discussion » Exporting .obj with groups?
- kursad
- 88 posts
- Offline
Hi
thanks for the follow up. I think this will work.
Btw would it be possible to use foreach sop to write every group into seperate file? I tried it it might work, but I cannot seem to rename individual groups wir proper names.
Suggestions?
thanks for the follow up. I think this will work.
Btw would it be possible to use foreach sop to write every group into seperate file? I tried it it might work, but I cannot seem to rename individual groups wir proper names.
Suggestions?
Technical Discussion » Exporting .obj with groups?
- kursad
- 88 posts
- Offline
Hi
I have an object with different groups inside Houdini and I would like to export these groups as selection groups or materials. I tried exporting via File Sop but it exported neither materials nor groups as sets.
Any suggestions?
thanks
I have an object with different groups inside Houdini and I would like to export these groups as selection groups or materials. I tried exporting via File Sop but it exported neither materials nor groups as sets.
Any suggestions?
thanks
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