Ok thanks. I thought takes aren't the same in houdini than in FBX and you confirmed me it.
I prefer to create a single take with a single name with all animations one after another and use an intermediary tool to register witch frames corresponds with each animation. If y create separate FBX, my program will last too much opening each FBX with same geo and textures but different animation… or I should try exporting geo and textures in one FBX, and each animation appart in each other FBX file…
I will probe…
thanks a lot!!
Found 43 posts.
Search results Show results as topic list.
Houdini Lounge » Exporting Animation Takes with FBX
-
- MAN9A
- 43 posts
- Offline
Houdini Lounge » Exporting Animation Takes with FBX
-
- MAN9A
- 43 posts
- Offline
Im Trying to use Houdini animations in XNA Gamedev. I can import FBX animation information but the animation must have named TAKES.
For example if i have a 100 frames animation. from 1 to 30 is wallking,31 to 70 is running and 71 to 100 is falling ground. In maya you can name those takes and call separately from XNA.
Can I name those takes in houdini? how?
thanks a lot!
For example if i have a 100 frames animation. from 1 to 30 is wallking,31 to 70 is running and 71 to 100 is falling ground. In maya you can name those takes and call separately from XNA.
Can I name those takes in houdini? how?
thanks a lot!
Houdini Indie and Apprentice » Mantra CRASH
-
- MAN9A
- 43 posts
- Offline
I created fur and simulated hair falling with a Spring node.
At the moment I like, i exported the fur geometry to a BGEO and import it with a file node.
After file node I want to cut the front hairs. To do this I change to point selection and select the lower points of the hairs falling in the front side. After selecting these group of points I press the delete key and a Blast node is automatically generated. Everything looks good but at this point, I change to “render region” and draw a rectangle to see the render version of this hair and… houdini crasses. Windows must close aplication. If I use the render menu/mandra. The mantra crashes too but houdini don't need to close.
If I go to the blast node and copy the numbers of deleted points and exchange the blast node with a delete node and then paste the points numbers, I get the same effect but the “render region” and the mantra renderer renders good and nothing wrong happends…
I supose there is a problem with the blast node on points or something like that.
PD: I am using the 9.1.211 version
At the moment I like, i exported the fur geometry to a BGEO and import it with a file node.
After file node I want to cut the front hairs. To do this I change to point selection and select the lower points of the hairs falling in the front side. After selecting these group of points I press the delete key and a Blast node is automatically generated. Everything looks good but at this point, I change to “render region” and draw a rectangle to see the render version of this hair and… houdini crasses. Windows must close aplication. If I use the render menu/mandra. The mantra crashes too but houdini don't need to close.
If I go to the blast node and copy the numbers of deleted points and exchange the blast node with a delete node and then paste the points numbers, I get the same effect but the “render region” and the mantra renderer renders good and nothing wrong happends…
I supose there is a problem with the blast node on points or something like that.
PD: I am using the 9.1.211 version
Houdini Indie and Apprentice » Select only visible point
-
- MAN9A
- 43 posts
- Offline
Houdini Indie and Apprentice » Select only visible point
-
- MAN9A
- 43 posts
- Offline
I have a face and I want to select a group of point on in to do a transformation. I try to use a Box selection and it selects all point on front and on back of the head. Is there a way to select only the visible point of this viewport? only the frontal points of the selection?
Houdini Indie and Apprentice » A little error
-
- MAN9A
- 43 posts
- Offline
In the biped autorig. The painting weights group of the Left_Hand/Muscle_Thumb3 is named Muscle_Thumb2, it should be Muscle_Thumb3.
It's not a problem because it works good, but it's wrong…
It's not a problem because it works good, but it's wrong…
Houdini Indie and Apprentice » Light and Shadows
-
- MAN9A
- 43 posts
- Offline
Hi.
I created a lantern object with an sphere glass and putted into it a spotlight to make it illuminate. The problem is that this light don't proyect shadows. I enabled the Shadows in the SpotLight properties but mi character near the lantern doesn't proyect shadows. Are the shadows specific of the surface shaders of mi character or if the spotlight's shadows are enabled all non transparent objects on the scene must proyect shadows?
I wan't to create the tipical scary face half shadowed by a lower lantern but all the surface of my characer are lightful.
Thanks
I created a lantern object with an sphere glass and putted into it a spotlight to make it illuminate. The problem is that this light don't proyect shadows. I enabled the Shadows in the SpotLight properties but mi character near the lantern doesn't proyect shadows. Are the shadows specific of the surface shaders of mi character or if the spotlight's shadows are enabled all non transparent objects on the scene must proyect shadows?
I wan't to create the tipical scary face half shadowed by a lower lantern but all the surface of my characer are lightful.
Thanks
Houdini Indie and Apprentice » Binding an object to a Rigged One
-
- MAN9A
- 43 posts
- Offline
Thanks both!!!
I used Fetch to get the desired bone of the animation rig. After rotating and adjusting, it fit pertectly.
I used Fetch to get the desired bone of the animation rig. After rotating and adjusting, it fit pertectly.
Houdini Indie and Apprentice » Creating hairs
-
- MAN9A
- 43 posts
- Offline
Hi,
I want to create hair growing from a human headskin. Y use group-paint to select the root part of head I want to be haired. I use this painted group as the geometry of a FUR sop and y use a Line to be the hair reference.
At this point I have “punk” hair.
After this, I use the Spring sop in collision with the head to simulate hair falling. Adjusting the parameters I find some solutions but they arent good enought because:
- The hairs are elastic and i cant give the hairs a maximum lenght (or I don't know how).
- The collision system doesn't work 100% and lot of the hairs goes into head
Is there another better way of creating falling hair?
Thanks!!
I want to create hair growing from a human headskin. Y use group-paint to select the root part of head I want to be haired. I use this painted group as the geometry of a FUR sop and y use a Line to be the hair reference.
At this point I have “punk” hair.
After this, I use the Spring sop in collision with the head to simulate hair falling. Adjusting the parameters I find some solutions but they arent good enought because:
- The hairs are elastic and i cant give the hairs a maximum lenght (or I don't know how).
- The collision system doesn't work 100% and lot of the hairs goes into head
Is there another better way of creating falling hair?
Thanks!!
Houdini Indie and Apprentice » Creating "pre-rendering Visible" materials
-
- MAN9A
- 43 posts
- Offline
I can create VEX OPs to define my shaders and then Create a SOP from it and assign to my object but The shaders are rendertime.
Isn't there a way of assigning some atributes to the sceneview like colour or brigthness? I know basic materials can do it and it's related with the OGL tab but I can't define it in my own VEX SOPs?
I know it's basic but I can't find the way
thanks
Isn't there a way of assigning some atributes to the sceneview like colour or brigthness? I know basic materials can do it and it's related with the OGL tab but I can't define it in my own VEX SOPs?
I know it's basic but I can't find the way
thanks
Houdini Indie and Apprentice » Binding an object to a Rigged One
-
- MAN9A
- 43 posts
- Offline
I created my rig and now I want to put him, for example, a helmet. I don't want to rerig all my figure with the helmet, I only want the helmet to be at the right position wherever the rigged head is.
How could I “glue” the head to the helmet?
thanks!
How could I “glue” the head to the helmet?
thanks!
Houdini Indie and Apprentice » Cuadruped Autorig Tutorial (again)
-
- MAN9A
- 43 posts
- Offline
I'm following the Cuadruped autorig Tutorial to rig my biped character. Everything goes ok until I get to the part I must take the duplicated “helldog_tutorial_animation_rig1” and rotate it's controls to pose the character. I try to move and rotate controls but nothing happends. The problem is when “Matching curreng Definition”, if I don't Match and Allow the edit of contents the animation_rig works well and controls can be modified but Matching current definition blocks these controls.
The second and bigest problem, I supose caused by not Matching Current Definition of the animation_rig is when I try to create Keyframes in the timeline. What keys are pressed in the tutorial to create Keyframes in the first, 12th,24th and 26th frames? I try “K” key, “CTRL+K” key, but nothing happends.
The second and bigest problem, I supose caused by not Matching Current Definition of the animation_rig is when I try to create Keyframes in the timeline. What keys are pressed in the tutorial to create Keyframes in the first, 12th,24th and 26th frames? I try “K” key, “CTRL+K” key, but nothing happends.
Houdini Indie and Apprentice » Houdini Crahes trying to open the shader view
-
- MAN9A
- 43 posts
- Offline
Houdini Lounge » Fur Tutorials now in Docs
-
- MAN9A
- 43 posts
- Offline
Houdini Indie and Apprentice » Houdini Crahes trying to open the shader view
-
- MAN9A
- 43 posts
- Offline
in the hip file, open a new “network view” pane. Go to the VEX context. You will see surface 1 and surface 2 VEX surface shaders.
Go to surface 2. Being into the surface 2 network Split the screen and open a new “Shader view” pane.
You will have 2 panes: the network pane in surface2 and the shader view.
It's suposed to be shown on the shade view an exaple of the surface 2 network output. As soon as you select a node of the network, the shader will be refreshed but I you try this, Houdini will crash.
I it don't crass for you, I should install the 9.1.178 version…
Go to surface 2. Being into the surface 2 network Split the screen and open a new “Shader view” pane.
You will have 2 panes: the network pane in surface2 and the shader view.
It's suposed to be shown on the shade view an exaple of the surface 2 network output. As soon as you select a node of the network, the shader will be refreshed but I you try this, Houdini will crash.
I it don't crass for you, I should install the 9.1.178 version…
Houdini Indie and Apprentice » Houdini Crahes trying to open the shader view
-
- MAN9A
- 43 posts
- Offline
I load the hip file, then I try to create the “Shader View” pane. Initialy the pane is shown and I can see the sphere but then. When I select the OUTPUT vex node, in crashes…
Doesn't it happend to you? what version of houdini do you have?
Doesn't it happend to you? what version of houdini do you have?
Houdini Indie and Apprentice » Cams in hip files from houdini 8 or lower
-
- MAN9A
- 43 posts
- Offline
With houdini 9, when I try to render a cam view from a old HIP file, the system shows me this warning:
“cam1 evalInt: Invalid parameter name trange”
I'm trying to fix it but I don't know how
thanks
“cam1 evalInt: Invalid parameter name trange”
I'm trying to fix it but I don't know how
thanks
Houdini Indie and Apprentice » Houdini Crahes trying to open the shader view
-
- MAN9A
- 43 posts
- Offline
In this file I'm trying to prove the blendregions effect creating a VEX, but when I want to see the shader preview, Houdini Crashes.
If you open this file and try to open a “Shader View” pane, houdini will crash.I'm using the houdini 9.1.124 version.
Is there a bug, or am I doing something wrong?
thanks
If you open this file and try to open a “Shader View” pane, houdini will crash.I'm using the houdini 9.1.124 version.
Is there a bug, or am I doing something wrong?
thanks
Houdini Indie and Apprentice » Cell Shading
-
- MAN9A
- 43 posts
- Offline
chronos
I think there's an included toon shader (OGL2) that may do what you need.
where?
Houdini Indie and Apprentice » Cell Shading
-
- MAN9A
- 43 posts
- Offline
I want to cell shade my figures. I have seen many tutorials but not for houdini.
How could I make it in houdini?
How could I make it in houdini?
-
- Quick Links