Dropping a line 5 years later to say this is great!
To get it to work as a shelf button I had to amend one line
print "{} is animated".format(p.path())
to become
print( "{} is animated".format(p.path()))
Other than that all good and extremely helpful!
Found 18 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » View all animated parameters/channels in a project
-
- Aszyk
- 18 posts
- Offline
Mardini 2025 » Day 21 | MOTION: KineFX | FLY | Animation
-
- Aszyk
- 18 posts
- Offline
BMO is back, and he's brought Jake along for the ride!
Some secondary motion kinefx fun for the wings, bringing that into APEX and then constraining Jake and BMO to the geese.
Finding bendy arms still a little tricky with APEX atm but I'm sure it can be fixed.
Also learned a little cloud workflow stuff today.



Some secondary motion kinefx fun for the wings, bringing that into APEX and then constraining Jake and BMO to the geese.
Finding bendy arms still a little tricky with APEX atm but I'm sure it can be fixed.
Also learned a little cloud workflow stuff today.
Mardini 2025 » Day 18 | MOTION: KineFX | ROLL | Animation
-
- Aszyk
- 18 posts
- Offline
BMO has some fun on a desk chair 
GSG for the chair.
A dops constraint network controls the desk chair rolling down the hill, along with rolly wheels and springy chair.
The chair is then used as a point deform on a rig to capture a skeleton and match the movement of a skeleton to the geo (so basically a reverse of a joint deform).
The anim is then injected into APEX so that BMO can be constrained to the chair - ideally I'd be able to aniamte extra stuff on top of this whole captured anim but I ran out of time!



GSG for the chair.
A dops constraint network controls the desk chair rolling down the hill, along with rolly wheels and springy chair.
The chair is then used as a point deform on a rig to capture a skeleton and match the movement of a skeleton to the geo (so basically a reverse of a joint deform).
The anim is then injected into APEX so that BMO can be constrained to the chair - ideally I'd be able to aniamte extra stuff on top of this whole captured anim but I ran out of time!
Mardini 2025 » Day 16 | MOTION:KineFX | JUMP | Animation
-
- Aszyk
- 18 posts
- Offline
BMO has evaded Demon Cat by doing some sweet tricks, like this bad to the bone heelflip!
Another hand anim KineFX to Apex rig
GSG Terrazzo for the floor



Another hand anim KineFX to Apex rig
GSG Terrazzo for the floor
Mardini 2025 » Day 15 | MOTION: KineFX | RUN | Animation
-
- Aszyk
- 18 posts
- Offline
Demon Cat is back!!! He's chasing down Fin and BMO for stealing his Emeralds!
A deep dive for today's one - rejigging the rigging of the Demon Cat from Day 6 - wiggling it through an APEX setup and then hand animating the run cycle. Additionally learning how to use TOPS to render from Solaris just to plop a sweet cherry on top.
GSG for Demon cat's skin, Day 9 Wood Bark for the stone tex.




*Edit finally attached a video correctly...
A deep dive for today's one - rejigging the rigging of the Demon Cat from Day 6 - wiggling it through an APEX setup and then hand animating the run cycle. Additionally learning how to use TOPS to render from Solaris just to plop a sweet cherry on top.
GSG for Demon cat's skin, Day 9 Wood Bark for the stone tex.
*Edit finally attached a video correctly...
Edited by Aszyk - March 15, 2025 21:27:48
Mardini 2025 » Day 12 | Texture: COPS | GRUNGE | Image
-
- Aszyk
- 18 posts
- Offline
Some radioactive spray cans left around the land of Ooo...
GSG textures used as the base for the Platic, metal and rust
COPS for the grunge maps that blend between them



GSG textures used as the base for the Platic, metal and rust
COPS for the grunge maps that blend between them
Mardini 2025 » Day 11 | Texture: COPS | FABRIC | Image
-
- Aszyk
- 18 posts
- Offline
Just a little update to BMO's chair with COPS textures (NO GSG)
Finn and Jake's knitted cushions have been thrown into place...


Finn and Jake's knitted cushions have been thrown into place...
Mardini 2025 » Day 10 | Texture: COPS | METAL | Image
-
- Aszyk
- 18 posts
- Offline
Finn found BMO in the cave! He scared off Demon cat and they found some magical glowing gem stones! 
GSG for Finn's clay tex
Actually used Substance Painter on the chest :'( as my Cop Net didn't look so good in the end - you could say it was a COP out...





Edit: added HPaint screengrab - first time using this today, such an awesome free HDS to replciate Blender's Greasepencil, awesome for storyboarding!
https://github.com/aaronsmithtv/hpaint [github.com]

GSG for Finn's clay tex
Actually used Substance Painter on the chest :'( as my Cop Net didn't look so good in the end - you could say it was a COP out...
Edit: added HPaint screengrab - first time using this today, such an awesome free HDS to replciate Blender's Greasepencil, awesome for storyboarding!
https://github.com/aaronsmithtv/hpaint [github.com]
Edited by Aszyk - March 10, 2025 22:12:59
Mardini 2025 » Day 9 | Texture: COPS | WOOD | Image
-
- Aszyk
- 18 posts
- Offline
Mardini 2025 » Day 8 | Texture: COPS | STONE | Image
-
- Aszyk
- 18 posts
- Offline
BMO is still in the cave with Demon Cat, hopefully Finn will get down in time to save him,
in the meantime - here's a slice of wall from the Candy Kingdom.



in the meantime - here's a slice of wall from the Candy Kingdom.
Mardini 2025 » Day 7 | Model: SOPS | CREATURE | Image
-
- Aszyk
- 18 posts
- Offline
UH OH! BMO continued into the dark cave and stumbled across DEMON CAT!!!1!
Where's Finn to save him?
GSG Abstract lumpy texture used on Demon Cat
SideFX content lib dirt on the rocks.




Where's Finn to save him?
GSG Abstract lumpy texture used on Demon Cat
SideFX content lib dirt on the rocks.
Edited by Aszyk - March 7, 2025 22:52:50
Mardini 2025 » Day 6 | Model: SOPS | CHARACTER | Image
-
- Aszyk
- 18 posts
- Offline
FINN has joined BMO in Mardini time!




*Edit - used GSG Clay Doh textures
*Edit - used GSG Clay Doh textures
Edited by Aszyk - March 6, 2025 22:54:44
Mardini 2025 » Day 5 | Model: SOPS | ENVIRONMENT | Image
-
- Aszyk
- 18 posts
- Offline
BMO followed the trail of magical glowing flowers, they lead him to an underground bubblegum cave, the flowers growing out of the sticky, sweet goop.



Mardini 2025 » Day 4 | Model: SOPS | FOLIAGE | Image
-
- Aszyk
- 18 posts
- Offline
BMO has wandered off into the night and found some magical flowers





*Edit - added hand drawn sketch ref
*Edit - added hand drawn sketch ref

Edited by Aszyk - March 4, 2025 21:19:31
Mardini 2025 » Day 3 | Model: SOPS | ARCHITECTURE | Image
-
- Aszyk
- 18 posts
- Offline
Hooray BMO has a house!
(no time to house-keep my mess and tidy those noodles)

(no time to house-keep my mess and tidy those noodles)
Image Not Found
Image Not Found
Image Not Found
Edited by Aszyk - March 3, 2025 21:32:21
Mardini 2025 » Day 2 | Model: SOPS | FURNITURE | Image
-
- Aszyk
- 18 posts
- Offline
Mardini 2025 » Day 1 | Model: SOPS | TOY | Image
-
- Aszyk
- 18 posts
- Offline
Houdini for Realtime » Houdini Niagara Updates
-
- Aszyk
- 18 posts
- Offline
Hi there, I've been trying to build a setup that introduces multiple particle meshes - in Houdini I have an attribute ramp made with some noise that outputs a value of 0 or 1 across the entire mesh and called it parmesh.
In UE4 I've followed the tutorials about custom attributes and have managed to hook up parmesh to the color channel as well as the size to confirm that it's being read and works. What I'd like to do though is use it to also control one of two meshes that are rendered.
I tried using a custom sort descending on both mesh renderers and then changed the bindings on both to be Particles.Houdini.parmesh as per the custom attribute setup.
Unfortunately, it's showing both particles in the same place - I'm wondering is this the right way I'm going about it and missed something or if there's another way I should be approaching this?
In UE4 I've followed the tutorials about custom attributes and have managed to hook up parmesh to the color channel as well as the size to confirm that it's being read and works. What I'd like to do though is use it to also control one of two meshes that are rendered.
I tried using a custom sort descending on both mesh renderers and then changed the bindings on both to be Particles.Houdini.parmesh as per the custom attribute setup.
Unfortunately, it's showing both particles in the same place - I'm wondering is this the right way I'm going about it and missed something or if there's another way I should be approaching this?
-
- Quick Links