It's hard to say without details.
The process of exporting an animated camera and objects from UE 4.xx to Houdini 18.5
always worked smoothly, then at some stage it broke (exactly camera orientation). It was fixed after the bug report. Maybe something went wrong again.
I did not check how things are in UE 5 and H19
Found 88 posts.
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Technical Discussion » Unreal FBX camera import into Houdini issue
- AndrewVK
- 136 posts
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Technical Discussion » HQueue is not working with Sliced FLIP Sim
- AndrewVK
- 136 posts
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javadsadeghiYes, all machines will wait the slowest one.
Slicing going to simulate slices in parallel or one machine always going to wait for another machine to response?
javadsadeghiSlicing....usually it is not a question of time....it is more about RAM.
but my new problem is that its not faster simulating on a single machine
Try to simulate something huge ... when one machine can't do it.
You will see the difference (in time also)
Technical Discussion » HQueue is not working with Sliced FLIP Sim
- AndrewVK
- 136 posts
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This could be a firewall problem.
I had the same thing until I read this post:
https://www.sidefx.com/forum/topic/37431/ [www.sidefx.com]
As Jeff Lait said:
"The client-to-client communication also allocates a port at run time. There are no fixed set of ports to open between the machines. There needs to be no firewall/shorewall between the machines that are simulating, or between them and the tracker. There MUST, of course, be a firewall between your machines and the rest of the internet!"
I had the same thing until I read this post:
https://www.sidefx.com/forum/topic/37431/ [www.sidefx.com]
As Jeff Lait said:
"The client-to-client communication also allocates a port at run time. There are no fixed set of ports to open between the machines. There needs to be no firewall/shorewall between the machines that are simulating, or between them and the tracker. There MUST, of course, be a firewall between your machines and the rest of the internet!"
Houdini Engine for Unreal » Camera from Houdini to Unreal engine
- AndrewVK
- 136 posts
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Not 100% sure that this will help, maybe I forgot something.
I used this method for UE+Pftrack+Houdini:
Export few object from UE scene as a hint (floor, wall, table….etc.)
Import fbx to Houdini !!!!BUT!!!!! Uncheck “Convert to Y-up Coordinate System” checkbox
Import camera from Pftrack.
Use camera`s parent null to fit camera animation to the scene (scale,rotate,translate)
Duplicate the camera to keep the same Focal Length, Aperture, but break the connection from parent for this camera.
Create CHOP network:
Object import chop (Target Object: your camera from Pftrack……Compute: Full Transform)
|
Export chop (Channels: tx ty tz rx ry rz Node: duplicated camera Path: tx ty tz rx ry rz)
Turn on export flag.
Make sure that both cameras are aligned.
Export ONLY duplicated camera to fbx (Souce Objects Export:/obj/Camera1Copy)
Import this fbx to sequencer.
I used this method for UE+Pftrack+Houdini:
Export few object from UE scene as a hint (floor, wall, table….etc.)
Import fbx to Houdini !!!!BUT!!!!! Uncheck “Convert to Y-up Coordinate System” checkbox
Import camera from Pftrack.
Use camera`s parent null to fit camera animation to the scene (scale,rotate,translate)
Duplicate the camera to keep the same Focal Length, Aperture, but break the connection from parent for this camera.
Create CHOP network:
Object import chop (Target Object: your camera from Pftrack……Compute: Full Transform)
|
Export chop (Channels: tx ty tz rx ry rz Node: duplicated camera Path: tx ty tz rx ry rz)
Turn on export flag.
Make sure that both cameras are aligned.
Export ONLY duplicated camera to fbx (Souce Objects Export:/obj/Camera1Copy)
Import this fbx to sequencer.
Houdini Indie and Apprentice » Houdini Camera Export to Unreal Engine
- AndrewVK
- 136 posts
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Thanks for detailed explanation!
BTW is there any solution for “import camera from UE to houdini”?
BTW is there any solution for “import camera from UE to houdini”?
Technical Discussion » Houdini To After Effects in archive (python script)
- AndrewVK
- 136 posts
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It works with an animated “focal” parameter, but does not take into account animated “aperture”
To fix this, find the line:
if (objType == ‘cam’) and (len(obj.parm('focal').keyframes()) != 0):
and replace with:
if (objType == ‘cam’) and (len(obj.parm('focal').keyframes()) != 0) or (len(obj.parm('aperture').keyframes()) != 0):
To fix this, find the line:
if (objType == ‘cam’) and (len(obj.parm('focal').keyframes()) != 0):
and replace with:
if (objType == ‘cam’) and (len(obj.parm('focal').keyframes()) != 0) or (len(obj.parm('aperture').keyframes()) != 0):
Technical Discussion » How do you select edge group to polyextrude the flattened mesh within flattank_fluidinterior (Houdini 16 Masterclass-Ocean Tools)
- AndrewVK
- 136 posts
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Technical Discussion » trubble with point wrangle
- AndrewVK
- 136 posts
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bonsakOh!!! so simple
Hi
You need to type cast lx, ly and lz as vector when assigning them to the “frame” matrix://Part2_calculate_twist matrix3 frame = set(v@lx,v@ly,v@lz); rotate (frame,0.5*@ptnum,@lz); p@orient = quaternion(frame);
-b
Thank You!
Technical Discussion » trubble with point wrangle
- AndrewVK
- 136 posts
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I want to split code from one “Point Wrangle SOP” into parts, but
something went wrong
What have i missed here?
something went wrong
What have i missed here?
Edited by AndrewVK - Nov. 22, 2016 16:32:14
Technical Discussion » No AE export? [solved]
- AndrewVK
- 136 posts
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When scene is exported in AE…..
Especialy for this there is an special Null object called Scene Scale
Scale it up to 10000-100000 to fit layers into composition.
ps
Unparrent everyhing from it when you pick up the scale,
to prevent future problems (mostly with lights and FX like Optical Flares )
Especialy for this there is an special Null object called Scene Scale
Scale it up to 10000-100000 to fit layers into composition.
ps
Unparrent everyhing from it when you pick up the scale,
to prevent future problems (mostly with lights and FX like Optical Flares )
Technical Discussion » No AE export? [solved]
- AndrewVK
- 136 posts
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Hmmm still works, here fixed version for H15
(it uses new type name for lights…objType == ‘hlight::2.0’)
Extract content of an archive into $HOME folder
“Houdini to AE” script should apear in File menue
Run the script….SELECT objects,cameras,lights then press enter
…..run jsx script in AE
(it uses new type name for lights…objType == ‘hlight::2.0’)
Extract content of an archive into $HOME folder
“Houdini to AE” script should apear in File menue
Run the script….SELECT objects,cameras,lights then press enter
…..run jsx script in AE
Houdini Indie and Apprentice » how to define an arc by 3 points?
- AndrewVK
- 136 posts
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Hi oat!
You can not use this sop, because it compiled for windows
You must compile it for mac…however i have no idea how to do it :?
You can not use this sop, because it compiled for windows
You must compile it for mac…however i have no idea how to do it :?
Houdini Indie and Apprentice » how to define an arc by 3 points?
- AndrewVK
- 136 posts
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Houdini Indie and Apprentice » Is possible to batch converter a folder of images to .RAT?
- AndrewVK
- 136 posts
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for %i in (*.*) do dhoudini/bin/iconvert %i %i.rat
replace dhoudini/bin/ with your own path to iconvert.exe.
replace dhoudini/bin/ with your own path to iconvert.exe.
Technical Discussion » What the script includes the regime
- AndrewVK
- 136 posts
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Let me guess…perhaps the question is:
Is it possible to control selection behavior via Python script.
Is it possible to call selectGeometry(…) with “Remove from selection”
activated without worrying about pressing Ctrl key
Is it possible to control selection behavior via Python script.
Is it possible to call selectGeometry(…) with “Remove from selection”
activated without worrying about pressing Ctrl key
Technical Discussion » Sprite Attribute Override
- AndrewVK
- 136 posts
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Take a look at this example.
http://www.sidefx.com/exchange/info.php?fileid=590&versionid=590 [sidefx.com]
I use Python sop to assign point attribute
to override material`s “file” parameter.
It can be done with Attribute Create SOP also…
>>>…but thinking that the work-flow should be a lot more similar?
Totally agree with jason|slab !
This should be normalized in the future
http://www.sidefx.com/exchange/info.php?fileid=590&versionid=590 [sidefx.com]
I use Python sop to assign point attribute
to override material`s “file” parameter.
It can be done with Attribute Create SOP also…
>>>…but thinking that the work-flow should be a lot more similar?
Totally agree with jason|slab !
This should be normalized in the future
Technical Discussion » Sprite Attribute Override
- AndrewVK
- 136 posts
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Apply material at “object” level…then use “Attribute” parameter
of “Sprite proceduaral” to override some material properties….with some
point attribute (with the same name and type) assigned at sop level with
“Attribute create sop”.
of “Sprite proceduaral” to override some material properties….with some
point attribute (with the same name and type) assigned at sop level with
“Attribute create sop”.
Technical Discussion » Exporting Pathed Cameras
- AndrewVK
- 136 posts
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Try this:
obj = hou.node(“/obj/cam1”)
wtm = obj.worldTransform()
objt = wtm.extractTranslates(“srt”)
tx = objt.__getitem__(0)
ty = objt.__getitem__(1)
tz = objt.__getitem__(2)
objr = wtm.extractRotates(“srt”,“xyz”)
rx = objr.__getitem__(0)
ry = objr.__getitem__(1)
rz = objr.__getitem__(2)
obj = hou.node(“/obj/cam1”)
wtm = obj.worldTransform()
objt = wtm.extractTranslates(“srt”)
tx = objt.__getitem__(0)
ty = objt.__getitem__(1)
tz = objt.__getitem__(2)
objr = wtm.extractRotates(“srt”,“xyz”)
rx = objr.__getitem__(0)
ry = objr.__getitem__(1)
rz = objr.__getitem__(2)
Technical Discussion » After Effects
- AndrewVK
- 136 posts
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you can do it directly…
http://www.sidefx.com/exchange/info.php?fileid=498&versionid=498 [sidefx.com]
http://www.sidefx.com/exchange/info.php?fileid=498&versionid=498 [sidefx.com]
Technical Discussion » NURB circle
- AndrewVK
- 136 posts
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WishThis is sop which uses (NURBS/POLY) circle from GU_PrimCircle as starting point
Hey, Andrew! What is it?
for building 3Point Arc.
Do not use it…this sop compiled for H8.0…just look at source code.
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