Houdini Main Changelogs
19.0.289 | Fixed an issue where the Agent Layer SOP did not support all packed primitive types (or transformed packed prims) when importing blendshapes from KineFX. |
Thu. June 17, 2021 | |
19.0.289 | Fixed an issue where the Agent Layer SOP did not support all packed primitive types (or transformed packed prims) when importing blendshapes from KineFX. |
Thu. June 17, 2021 | |
19.0.289 | Fixed an issue where the Agent Layer SOP did not support all packed primitive types (or transformed packed prims) when importing blendshapes from KineFX. |
Thu. June 17, 2021 | |
19.0.281 | The viewport now supports GPU blendshape deformation for agent primitives. This is enabled by default, but can be disabled by the "Optimize" -> "Crowd Agents" -> "Enable Blend Shapes" display option. |
Wed. June 9, 2021 | |
19.0.281 | The viewport now supports GPU blendshape deformation for agent primitives. This is enabled by default, but can be disabled by the "Optimize" -> "Crowd Agents" -> "Enable Blend Shapes" display option. |
Wed. June 9, 2021 | |
19.0.281 | The viewport now supports GPU blendshape deformation for agent primitives. This is enabled by default, but can be disabled by the "Optimize" -> "Crowd Agents" -> "Enable Blend Shapes" display option. |
Wed. June 9, 2021 | |
18.5.541 | Fix crash when importing blendshapes from FBX files that do not have have blendshape channel names such as those exported from Rokoko. In these cases, fallback to using the blendshape target names instead. |
Wed. April 7, 2021 | |
19.0.218 | Fix crash when importing blendshapes from FBX files that do not have have blendshape channel names such as those exported from Rokoko. In these cases, fallback to using the blendshape target names instead. |
Wed. April 7, 2021 | |
19.0.218 | Fix crash when importing blendshapes from FBX files that do not have have blendshape channel names such as those exported from Rokoko. In these cases, fallback to using the blendshape target names instead. |
Wed. April 7, 2021 | |
19.0.218 | Fix crash when importing blendshapes from FBX files that do not have have blendshape channel names such as those exported from Rokoko. In these cases, fallback to using the blendshape target names instead. |
Wed. April 7, 2021 | |
18.6.212 | The scene FBX exporter now outputs blendshape channel names the same name as their corresponding shape instead of adding an extra _channel suffix. |
Thu. April 1, 2021 | |
18.6.212 | The scene FBX exporter now outputs blendshape channel names the same name as their corresponding shape instead of adding an extra _channel suffix. |
Thu. April 1, 2021 | |
18.6.212 | The scene FBX exporter now outputs blendshape channel names the same name as their corresponding shape instead of adding an extra _channel suffix. |
Thu. April 1, 2021 | |
18.5.473 | Fixed a bug in the Agent Layer SOP where extra points (from the blendshape input packed prims) remained in the base shape's detail when importing blendshapes from KineFX. If the agent was then imported into LOPs, this triggered another bug that could cause the skinning weights to have invalid values. |
Fri. January 29, 2021 | |
18.6.150 | Fixed a bug in the Agent Layer SOP where extra points (from the blendshape input packed prims) remained in the base shape's detail when importing blendshapes from KineFX. If the agent was then imported into LOPs, this triggered another bug that could cause the skinning weights to have invalid values. |
Fri. January 29, 2021 | |
18.6.150 | Fixed a bug in the Agent Layer SOP where extra points (from the blendshape input packed prims) remained in the base shape's detail when importing blendshapes from KineFX. If the agent was then imported into LOPs, this triggered another bug that could cause the skinning weights to have invalid values. |
Fri. January 29, 2021 | |
18.6.150 | Fixed a bug in the Agent Layer SOP where extra points (from the blendshape input packed prims) remained in the base shape's detail when importing blendshapes from KineFX. If the agent was then imported into LOPs, this triggered another bug that could cause the skinning weights to have invalid values. |
Fri. January 29, 2021 | |
18.5.449 | Fixed a bug in the Character Blend Shapes SOP that could produce incorrect results for vertex attributes if the blendshape inputs contained primitives rather than just a point cloud. |
Tue. January 5, 2021 | |
18.6.125 | Fixed a bug in the Character Blend Shapes SOP that could produce incorrect results for vertex attributes if the blendshape inputs contained primitives rather than just a point cloud. |
Mon. January 4, 2021 | |
18.6.125 | Fixed a bug in the Character Blend Shapes SOP that could produce incorrect results for vertex attributes if the blendshape inputs contained primitives rather than just a point cloud. |
Mon. January 4, 2021 | |
18.6.125 | Fixed a bug in the Character Blend Shapes SOP that could produce incorrect results for vertex attributes if the blendshape inputs contained primitives rather than just a point cloud. |
Mon. January 4, 2021 | |
18.5.415 | Add blendshape support for ROP FBX Character Output SOP. |
Wed. December 2, 2020 | |
18.6.92 | Add blendshape support for ROP FBX Character Output SOP. |
Wed. December 2, 2020 | |
18.6.92 | Add blendshape support for ROP FBX Character Output SOP. |
Wed. December 2, 2020 | |
18.6.92 | Add blendshape support for ROP FBX Character Output SOP. |
Wed. December 2, 2020 |