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Technical Discussion » Houdini odd viewport issue..!
- Ondrej
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I should also mention that the handle scaling you'll see when in the Show All Objects/Ghost Other Objects is a separate issue and not caused by this particular bug. Many users do indeed find that distortion a useful indicator of non-uniform scales on the object even though it too is arguably a bug.
Technical Discussion » Houdini odd viewport issue..!
- Ondrej
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You can "fix" the issue by homing after jumping between levels. It's caused by the object scales sneaking into the view transform, which homing will rebuild, and is a bug. The pickle we're in is that Hide Other Objects mode is really a "Hide Other Objects and Switch to Local Space" mode, with this last part being a surprise to many users. This bug has somewhat disguised this.
Technical Discussion » Python Equivalent expandprimgroup
- Ondrej
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hou.Geometry.globPrims("@name=whatever")
Edited by Ondrej - Oct. 31, 2022 09:44:32
Technical Discussion » Avoid sceneViewer.selectGeometry() break running ?
- Ondrej
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The hou.SceneViewer.selectGeometry() call should be raising an hou.OperationInterrupted exception when it is interrupted, so you can do something like the following.
try: view.selectGeometry() print "finish" except hou.OperationInterrupted: print "interrupted"
Technical Discussion » Handle Bindings
- Ondrej
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Technical Discussion » Ladder values MMB - accidental unwanted change of decimals
- Ondrej
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Note that currently holding shift lefts you change magnitudes without being over the ladder itself.
Technical Discussion » Python Toggle Perspective Reference Plane
- Ondrej
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Technical Discussion » viewport keeps changing the camera
- Ondrej
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Technical Discussion » viewport keeps changing the camera
- Ondrej
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You're right that it doesn't seem to do this in H15. I suspect that a fix for some other problem caused this. I'll take a look.
Technical Discussion » viewport keeps changing the camera
- Ondrej
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I think this has always been the case. When you're in Hide Other Objects and at the SOP level, you're actually in the local space of the object instead of world space. This is not purely a visibility setting. In Houdini, we conflate it with which space the viewer is showing. When the viewer changes coordinate systems like this, it also transforms the view so that there is no sudden jump. It is because of this change in view that we have to unset the camera.
It's like this for historical reasons. We realise how weird this is and will be separating the two concepts (eventually).
It's like this for historical reasons. We realise how weird this is and will be separating the two concepts (eventually).
Edited by Ondrej - April 9, 2019 14:33:56
Houdini Indie and Apprentice » Grid Lines not showing up in ortho view
- Ondrej
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Technical Discussion » Primitives shrink selection issue ...
- Ondrej
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Shift+S is bound to straighten selection in the Edit state, which overrides the shrink selection binding. I'd argue that it's a bug because you can't even use the RMB > Select > Shrink Selection menu entry to do it because of this conflict.
Technical Discussion » How could I align viewport to something like C-Plane or ..?
- Ondrej
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You can frame or home the viewport to center the construction plane (shift+F, h) or selected primitive (f, g). Is that what you mean? If you're asking about transforming the view to look straight down at the construction plane, then there is no quick way to do that.
SI Users » Camera pan with a "look at" constraint
- Ondrej
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Houdini 17 will have a new option to continuously export the view changes to the camera so you don't get that snapping back to your camera interest on mouse release. This option effectively just applies the constraint after each processed mouse motion to give a smooth motion. I don't know whether this specifically addresses your particular problem, but I thought I'd mention it.
Technical Discussion » Rotate axis - bug?
- Ondrej
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Taking another look at this now, I think I misspoke earlier. For the Y tool we hide the edge on rings regardless of that preference setting, so there's no reason I can see that we shouldn't just change the default to showing those rings.
I've changed it for the next major release. I'm not going to bother porting back to 16.0 since daily builds will just use the currently set preferences anyway.
I've changed it for the next major release. I'm not going to bother porting back to 16.0 since daily builds will just use the currently set preferences anyway.
Edited by Ondrej - May 29, 2017 15:50:55
Technical Discussion » Rotate axis - bug?
- Ondrej
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McNistor
Yes, it does for me too. I was just curios as to why does such a feature exist, in other words, in what situations is it useful to have those axis hidden. The active by default feature works for when the gizmo is perfectly aligned to world because either the object has 0 rotation or the gizmo's alignment is set world and only in these cases.
In many instances you'll have a handle with both the translate axes and the rotate rings. In these cases, the edge-on rings, that you probably don't want to manipulate, will tend to obscure the axes, which you do want to manipulate. This is why we default to hiding those edge-on rings.
Technical Discussion » Polyexpand (attributes in offset)
- Ondrej
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In the sense that we added support for varying widths, yes, the issue has been resolved. To do this, the SOP computes the weighted straight skeleton, and so there are some limitations. The two big ones are that edges still propagate in a parallel manner, and that collinear edges are forced to propagate at the same speed.
Consequently, differing edge weights between adjacent edges affect the direction the bisector moves. It's much easier to see this when outputting offset curves. Without a hip file it's hard to say if there is something wrong from just the above screenshot, because high relative differences between adjacent edge weights will affect the bisectors dramatically. The top bit of the curve does look a bit odd though.
Consequently, differing edge weights between adjacent edges affect the direction the bisector moves. It's much easier to see this when outputting offset curves. Without a hip file it's hard to say if there is something wrong from just the above screenshot, because high relative differences between adjacent edge weights will affect the bisectors dramatically. The top bit of the curve does look a bit odd though.
Houdini Learning Materials » Efficient ways to move the view around large scenes?
- Ondrej
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There is also SPACE + SHIFT + X to move the camera just off of the surface of the geometry under the mouse. You'll probably have to dolly out a bit afterward with the RMB.
Houdini Indie and Apprentice » Change pre-selection highlight radius preference
- Ondrej
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Not currently. It's somewhere on a TODO list as it will require modifying the pick heuristics to better support larger search radii.
Houdini Lounge » Houdini 16 scripting selections
- Ondrej
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In H16, only the cook selection of a node is explicitly managed by the geometry, so that's all that hou.Geometry.selection() can return. Temporary selections are specific to a viewer, so you need to query them from a scene viewer. At the moment there is no method to simply query the current selection from a viewer. You'll need to use hou.SceneViewer.selectGeometry() with use_existing_selection set to true (the default). Unfortunately, this will wait for the user to select something if there isn't an existing selection, which may not be what you want, but is in line with the way our tools work.
Edited by Ondrej - Feb. 24, 2017 09:26:26
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