|Houdini 15.5.725|| When extracting locomotion from a clip and the lookat joint is not specified, the Agent ROP / SOP now have an option for whether the cog positions are projected along the dominant axis of motion (previously, this was always done).
If the clip will be used in the crowd solver as an in-place clip, enabling this option can help to preserve hip swaying if the source animation was a locomotive walk cycle. Otherwise, this option should be left off, particularly if the motion does not approximately follow a straight line.
|Fri. January 20, 2017|
|Houdini 15.5.724||Fixed a bug when saving agents to Alembic files that could occasionally cause deforming shapes to be transformed incorrectly.||Thu. January 19, 2017|
|Houdini 15.5.723||Fixed bug where ending inplace editing in a tree view with the Enter key would not redraw properly if the string was not changed.||Wed. January 18, 2017|
|Houdini 15.5.722||Fixed bug where starting a non-secure selector in a SOP level state by clicking in the viewport would not redraw, continuing to show a handle that was no longer there.||Tue. January 17, 2017|
|Houdini 15.5.721||Fixed the picking of handles in the Animation Editor when using an high DPI monitor. Fixed the rendering the of value handles in high DPI mode.||Mon. January 16, 2017|
|Houdini 15.5.721||Fixed issues with Mesh Light in RenderMan setup.||Mon. January 16, 2017|
|Houdini 15.5.721||Fixed a MacOS bug where main menu keyboard shortcuts stopped working when switching into and out of fullscreen scene viewer mode.||Mon. January 16, 2017|
|Houdini 15.5.721||Fix heap corruption that could trigger crashes from the Volume VOP SOP operating on VDB grids where some of the grids were not written to and were un-aligned.||Mon. January 16, 2017|
|Houdini 15.5.718||Threading was disabled by default on dsmmerge to temporarily work around an intermittent threading issue.||Fri. January 13, 2017|
|Houdini 15.5.718||Restore the ability to select vertices of triangulated models in the UV viewport. Non-triangulated (eg. quads) has always worked.||Fri. January 13, 2017|
|Houdini 15.5.717||Improved texture baking when generating ptex textures. Previously, there could be grey seams around each face.||Thu. January 12, 2017|
|Houdini 15.5.717||Do not allow the scene viewer to dive into manager nodes contained in objects (i.e. paths like /obj/geo1/shopnet1/). Allowing this was not intentional and could easily lead to crashes.||Thu. January 12, 2017|
|Houdini 15.5.717||Fixed a MacOS-only bug where opening the native open and save file chooser sheets froze Houdini.||Thu. January 12, 2017|
|Houdini 15.5.716||Unity: Overwriting the instances with a prefab instance from the Scene will now use the prefab parent resource from the project to keep the prefab link.||Wed. January 11, 2017|
|Houdini 15.5.716||Unity: Finally got rid of the Auto Select Parent option and are now using [SelectionBase] to select the asset node first when clicked on in the viewport.||Wed. January 11, 2017|
|Houdini 15.5.716||Maya: Fixed issue where file browser for file parameter sometimes have invalid file filter.||Tue. January 10, 2017|
|Houdini 15.5.715||Fixed bug which caused wren to hang when rendering some scenes.||Tue. January 10, 2017|
|Houdini 15.5.715||The "Remove Backfaces" display option no longer affects polygons drawn in the UV view, which causes missing polygons.||Tue. January 10, 2017|
|Houdini 15.5.714||Fix Agent SOP so that we can now import FBX files which have duplicate node names by renaming them to something unique.||Mon. January 9, 2017|
|Houdini 15.5.711||Added Bake Folder option to component detail view. This sets the folder in the Content Browser where baked mesh,texture,material and blueprint .uasset files are created.||Fri. January 6, 2017|
|Houdini 15.5.711||When the layer used to compute an agent's bounding box contains a deforming shape, that shape's bounding box is now computed from the joint positions instead of using the undeformed geometry's bounding box. This produces a more accurate approximation. This change only affects cases where the value of the 'agentcollisionlayer' intrinsic is invalid (in which case the display layer is used to compute the bounding box), or when the current collision layer contains deforming shapes. In such cases, though, the bounding box likely would have been inaccurate anyways.||Fri. January 6, 2017|
|Houdini 15.5.711|| When the layer used to compute an agent's bounding box contains a deforming shape, that shape's bounding box is now computed from the joint positions instead of using the undeformed geometry's bounding box. This produces a more accurate approximation. This change only affects cases where the value of the 'agentcollisionlayer' intrinsic is invalid (in which case the display layer is used to compute the bounding box), or when the current collision layer contains deforming shapes.
Also added an option to hou.AgentShapeBinding to configure the bounds scale for a particular shape binding.
|Fri. January 6, 2017|
|Houdini 15.5.710||Fixed possible incorrect display when removepoint() VEX function deletes a point that is used by a primitive, in an Attribute Wrangle SOP or Attribute VOP SOP.||Thu. January 5, 2017|
|Houdini 15.5.709||If the Agent Prep SOP's Create Foot Plant CHOP Network option is invoked multiple times, it will now update the existing CHOP network to add any missing clips instead of building a new network.||Wed. January 4, 2017|
|Houdini 15.5.709||The Simulate shelf tool now prompts the user for what action should be taken when the selected agents are already simulated. A new simulation can be created, or new states can be added into the existing simulation.||Wed. January 4, 2017|