Houdini Main Changelogs

18.0.324

Fixed a bug in the Bullet solver where it could fail to interpolate the motion of animated static objects on the second simulation frame, when Solve on Creation Frame was disabled.

Thu. December 19, 2019
18.5.65

Fixed a bug in the Bullet solver where it could fail to interpolate the motion of animated static objects on the second simulation frame, when Solve on Creation Frame was disabled.

Thu. December 19, 2019
18.5.65

Fixed a bug in the Bullet solver where it could fail to interpolate the motion of animated static objects on the second simulation frame, when Solve on Creation Frame was disabled.

Thu. December 19, 2019
18.5.65

Fixed a bug in the Bullet solver where it could fail to interpolate the motion of animated static objects on the second simulation frame, when Solve on Creation Frame was disabled.

Thu. December 19, 2019
18.5.65

Fixed a bug in the Bullet solver where it could fail to interpolate the motion of animated static objects on the second simulation frame, when Solve on Creation Frame was disabled.

Thu. December 19, 2019
18.5.65

Added a new solvephysfbik() VEX function, which uses a different underlying solver than solvefbik() (the behaviour is similar to the "Inverse Kinematics" mode of the InverseKin CHOP) and supports optionally controlling the skeleton's center of mass.

Thu. December 19, 2019
18.5.65

Added a new solvephysfbik() VEX function, which uses a different underlying solver than solvefbik() (the behaviour is similar to the "Inverse Kinematics" mode of the InverseKin CHOP) and supports optionally controlling the skeleton's center of mass.

Thu. December 19, 2019
18.5.65

Added a new solvephysfbik() VEX function, which uses a different underlying solver than solvefbik() (the behaviour is similar to the "Inverse Kinematics" mode of the InverseKin CHOP) and supports optionally controlling the skeleton's center of mass.

Thu. December 19, 2019
18.5.65

Added a new solvephysfbik() VEX function, which uses a different underlying solver than solvefbik() (the behaviour is similar to the "Inverse Kinematics" mode of the InverseKin CHOP) and supports optionally controlling the skeleton's center of mass.

Thu. December 19, 2019
18.0.324

Added a script to manage adding/deleting/modifying network folders in HQueue (manage_network_folders.py).

Thu. December 19, 2019
18.0.323

Fixed viewer crash when changing the draw mode between Bounding Box and Textured Cards.

Wed. December 18, 2019
18.5.64

Fixed viewer crash when changing the draw mode between Bounding Box and Textured Cards.

Wed. December 18, 2019
18.5.64

Fixed viewer crash when changing the draw mode between Bounding Box and Textured Cards.

Wed. December 18, 2019
18.5.64

Fixed viewer crash when changing the draw mode between Bounding Box and Textured Cards.

Wed. December 18, 2019
18.5.64

Fixed viewer crash when changing the draw mode between Bounding Box and Textured Cards.

Wed. December 18, 2019
18.0.323

Fixed a bug in xmlinput when searched element is the root

Wed. December 18, 2019
18.5.64

Added a script to manage adding/deleting/modifying network folders in HQueue (manage_network_folders.py).

Wed. December 18, 2019
18.5.64

Added a script to manage adding/deleting/modifying network folders in HQueue (manage_network_folders.py).

Wed. December 18, 2019
18.5.64

Added a script to manage adding/deleting/modifying network folders in HQueue (manage_network_folders.py).

Wed. December 18, 2019
18.5.64

Added a script to manage adding/deleting/modifying network folders in HQueue (manage_network_folders.py).

Wed. December 18, 2019
18.5.64

The Stash SOP's "Geometry Stash" parameter is now tagged as "geometrydata".

Wed. December 18, 2019
18.5.64

The Stash SOP's "Geometry Stash" parameter is now tagged as "geometrydata".

Wed. December 18, 2019
18.5.64

The Stash SOP's "Geometry Stash" parameter is now tagged as "geometrydata".

Wed. December 18, 2019
18.5.64

The Stash SOP's "Geometry Stash" parameter is now tagged as "geometrydata".

Wed. December 18, 2019
18.0.323

Edit LOP & state improvements:

Performance improvements across the board. Initial pause when manipulating handles and dragging should be reduced by over an order of magnitude. Subsequent frame updates also substantially improved.

Safeguard against unitiziatlized simulation, especially due to no connected input.

Dragging of primitives, selected or unselected, is now controlled by the active kind in the selector toolbar. We traverse up from the hit primitive to find a primitive of the desired kind. This means it's now possible to drag components, groups etc. even when they aren't selected.

Make the Edit state work with with instanceable references.

Wed. December 18, 2019