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Technical Discussion » Best Linux Distribution for Houdini 17
- Tralen
- 17 posts
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My experience is that Linux handles larger scenes better than Windows, specially for rendering. I rarely have to do simulations, so I can't comment on that.
Technical Discussion » Performance of default Nulls and Bones vs HDAs (Rigging).
- Tralen
- 17 posts
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Thanks for the tips,
I couldn't measure any difference, with the monitor or during usage, so I will assume it is safe to continue with this setup.
I couldn't measure any difference, with the monitor or during usage, so I will assume it is safe to continue with this setup.
Technical Discussion » Performance of default Nulls and Bones vs HDAs (Rigging).
- Tralen
- 17 posts
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My attempts have not shown any difference in performance from a hierarchy of default nulls and bones, against a hierarchy of HDAs that do the same as the nulls and bones.
I'm afraid this might be an illusion and the performance will drop when I have a hierarchy large enough.
I'm afraid this might be an illusion and the performance will drop when I have a hierarchy large enough.
Technical Discussion » Best Linux Distribution for Houdini 17
- Tralen
- 17 posts
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As an alternative to Photoshop, I use Krita. It is where I do all of my digital painting. I can't comment on pixeluvo, but I will certainly check it out.
Technical Discussion » Performance of default Nulls and Bones vs HDAs (Rigging).
- Tralen
- 17 posts
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Greetings,
I'm considering substituting the default nulls and bones of my Rigs with self-made HDAs, built with the same purpose. The idea is that I want to add some parameters to the bones and nulls, throughout the rig, and it is easier to maintain if they are HDAs (updating one, updates the rest). I also do a lot of scripting with them, and would like to have the scripts saved with the nodes.
I'm in doubt about the performance, however. For instance, as a test scenario, what would be the performance hit of replacing a bone hierarchy with an identical hierarchy made of HDAs that have the exact same internal structure of the bones?
Thanks in advance.
I'm considering substituting the default nulls and bones of my Rigs with self-made HDAs, built with the same purpose. The idea is that I want to add some parameters to the bones and nulls, throughout the rig, and it is easier to maintain if they are HDAs (updating one, updates the rest). I also do a lot of scripting with them, and would like to have the scripts saved with the nodes.
I'm in doubt about the performance, however. For instance, as a test scenario, what would be the performance hit of replacing a bone hierarchy with an identical hierarchy made of HDAs that have the exact same internal structure of the bones?
Thanks in advance.
Edited by Tralen - Jan. 20, 2020 11:48:30
Technical Discussion » Best Linux Distribution for Houdini 17
- Tralen
- 17 posts
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I run Houdini on Linux for 8 years now. I used Arch Linux for most of the time, but gave up last year due to difficulties with AMD drivers. I've settled now on Ubuntu (running 16.04), but I use the “Mini ISO” distribution, since i don't use most of what is packaged with the default version. I use i3-wm as my graphic interface.
Technical Discussion » sublime text 3 not working as external code editor on linux
- Tralen
- 17 posts
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I got it working, it was an easy fix.
Just pass the “-w” flag as such:
VISUAL = “/usr/bin/subl -w”
Just pass the “-w” flag as such:
VISUAL = “/usr/bin/subl -w”
Technical Discussion » sublime text 3 not working as external code editor on linux
- Tralen
- 17 posts
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Houdini Learning Materials » Node shapes assistance image.
- Tralen
- 17 posts
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Greetings,
I've made a simple image to assist in changing nodeshapes with python.
I've made a simple image to assist in changing nodeshapes with python.
Edited by Tralen - Dec. 30, 2019 19:05:21
Technical Discussion » Bone angle at different frames.
- Tralen
- 17 posts
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Hey, Stephen,
I don't understand that bit all that well, it is just something that I picked.
One more update to the HDA. I added functionality to deal with unpacked bones and moved all of the calculations to VOPs.
Here is something interesting and perhaps useful. I had to use the chf() function in an inline vop because there isn't a node for that function. To get the reference parm for chf() I had to split the VOP tree into two nodes, that way I could build an attribute for the parm in the first one, and then read it and build the parm proper in the second one. Trying to do both in a single tree generates an infinite recursion error.
Notice that chf() needs a string for its first parameter (the path to the reference parm), so I created a string parm for that, containing the path for the parm built previously.
I don't understand that bit all that well, it is just something that I picked.
One more update to the HDA. I added functionality to deal with unpacked bones and moved all of the calculations to VOPs.
Here is something interesting and perhaps useful. I had to use the chf() function in an inline vop because there isn't a node for that function. To get the reference parm for chf() I had to split the VOP tree into two nodes, that way I could build an attribute for the parm in the first one, and then read it and build the parm proper in the second one. Trying to do both in a single tree generates an infinite recursion error.
Notice that chf() needs a string for its first parameter (the path to the reference parm), so I created a string parm for that, containing the path for the parm built previously.
Technical Discussion » Bone angle at different frames.
- Tralen
- 17 posts
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Here is a HDA which encapsulates the functionality. Given two bones, it will calculate the angles (absolute and relative to the reference frame), normalize the results given a min and max, and generate attributes for the values.
Edit: In the second (larger) file, I gave up using the boneangle expression because it didn't provide negative ranges, so I built another method with VOPs.
Edit: In the second (larger) file, I gave up using the boneangle expression because it didn't provide negative ranges, so I built another method with VOPs.
Edited by Tralen - Dec. 10, 2019 13:24:20
Technical Discussion » Bone angle at different frames.
- Tralen
- 17 posts
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Technical Discussion » Obtaining smooth curves
- Tralen
- 17 posts
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Since you are able to work only with the naked curve, you can convert it to a NURBs curve or use the Refine or Resample SOP.
Edited by Tralen - Dec. 9, 2019 15:17:06
Technical Discussion » Bone angle at different frames.
- Tralen
- 17 posts
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I would like to add that I managed to get the effect I want by adding “ghost” bones that stay in the original position of the bones I'm measuring, that way I always have a reference for the setup pose. That is far from an elegant solution, however, and a better idea would be most welcome.
Technical Discussion » Bone angle at different frames.
- Tralen
- 17 posts
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Greetings,
I'm using the boneangle expression in my rig to drive secondary animation. It works fine, however, I would like to sample the angle between the two bones on different frames, once at frame 0 and again at the current frame, so I can work with the difference in angle between the setup pose and the current pose. How can I do that?
Thank for any help.
I'm using the boneangle expression in my rig to drive secondary animation. It works fine, however, I would like to sample the angle between the two bones on different frames, once at frame 0 and again at the current frame, so I can work with the difference in angle between the setup pose and the current pose. How can I do that?
Thank for any help.
Edited by Tralen - Dec. 9, 2019 11:46:37
Technical Discussion » Trouble with bone capture.
- Tralen
- 17 posts
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Thank you, goldfarb, I looked at the file and got it working. I got the Stash and the File SOP working as well.
I did attach some pictures, I don't know what happened.
I thought I had to set the root path for the node to work. The help says the root path: “Specifies the parent OBJ for the bones attached to the input geometry”, so I thought I had to give the path for the skeleton root, it didn't even occur to me to leave it empty.
Thanks again.
I did attach some pictures, I don't know what happened.
I thought I had to set the root path for the node to work. The help says the root path: “Specifies the parent OBJ for the bones attached to the input geometry”, so I thought I had to give the path for the skeleton root, it didn't even occur to me to leave it empty.
Thanks again.
Technical Discussion » Trouble with bone capture.
- Tralen
- 17 posts
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Greetings,
I'm trying to learn the basic of Houdini rig system and I'm having trouble with capturing in general, in particular, the biharmonic method. Could anyone take a look at what I'm doing wrong?
Thank you.
I'm trying to learn the basic of Houdini rig system and I'm having trouble with capturing in general, in particular, the biharmonic method. Could anyone take a look at what I'm doing wrong?
Thank you.
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