Ya thought so - went with python sop and good ol overrides instead.
Thanks for the answer Mr/Ms. jsmack - keep smacking the world of computer graphics! We need more people who smack stupid people with salty nuggets of wisdom.
- J
Found 19 posts.
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Technical Discussion » I guess material stylesheets don't work with GLTF exports?
- ViCoX
- 19 posts
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Technical Discussion » I guess material stylesheets don't work with GLTF exports?
- ViCoX
- 19 posts
- Offline
Yo!
I have some materials defined as stylesheets and textures loaded via folder structure. When I view exported GLTF these changes are not part of the export. I take it that stylesheets are not supported by the GLTF exporter? Or am I doing something wrong? : )
Thanks a lot,
- J
I have some materials defined as stylesheets and textures loaded via folder structure. When I view exported GLTF these changes are not part of the export. I take it that stylesheets are not supported by the GLTF exporter? Or am I doing something wrong? : )
Thanks a lot,
- J
Technical Discussion » KineFX fbx export to another aplicatipon
- ViCoX
- 19 posts
- Offline
Hi,
Your setup looks correct to me. Unique names for bones n all.
I believe this is FBX version mismatch or bindpose related bug. Some apps like Unity import it fine and others not : )
I contacted SideFX support regarding it - let's see if they can expose the version ect.
Cheers,
- J
Your setup looks correct to me. Unique names for bones n all.
I believe this is FBX version mismatch or bindpose related bug. Some apps like Unity import it fine and others not : )
I contacted SideFX support regarding it - let's see if they can expose the version ect.
Cheers,
- J
Technical Discussion » KineFX character export FBX version?
- ViCoX
- 19 posts
- Offline
Yo dudes 'n' gals!
Is there way to select FBX version when using ROP FBX Character output?
I tried to copy the parameters from normal FBX export but I had no success. : ))
Thanks a lot fellas,
- J
Is there way to select FBX version when using ROP FBX Character output?
I tried to copy the parameters from normal FBX export but I had no success. : ))
Thanks a lot fellas,
- J
Technical Discussion » KineFX bone capture without biharmonic?
- ViCoX
- 19 posts
- Offline
Yo willh!
Yeah you're correct - dunno what went wrong last time : )
Now I´m wondering how to mix 2 different captures... ?
Cheers,
- J
Yeah you're correct - dunno what went wrong last time : )
Now I´m wondering how to mix 2 different captures... ?
Cheers,
- J
Technical Discussion » KineFX bone capture without biharmonic?
- ViCoX
- 19 posts
- Offline
Yo,
Biharmonic capture is cool and dandy but I would love to do some normal proximity capture in certain cases.
Is there nice way to get the normal capture workflows to work with KineFX line based stuff? Or maybe the community has tooling for this? No?
Cheers 'N' thanks,
- Juhani
Biharmonic capture is cool and dandy but I would love to do some normal proximity capture in certain cases.
Is there nice way to get the normal capture workflows to work with KineFX line based stuff? Or maybe the community has tooling for this? No?
Cheers 'N' thanks,
- Juhani
Houdini for Realtime » Houdini Rig to Unity Animation Clip Errors
- ViCoX
- 19 posts
- Offline
Hi : )
For me the problem with moving transforms was related to naming.
All names should be unique in both transforms and the meshes. In my case the FBX exporter was moving objects based on wrong objects names!
I hope that helps you too Mr. GlenD.
- J
For me the problem with moving transforms was related to naming.
All names should be unique in both transforms and the meshes. In my case the FBX exporter was moving objects based on wrong objects names!
I hope that helps you too Mr. GlenD.
- J
Houdini for Realtime » Houdini Rig to Unity Animation Clip Errors
- ViCoX
- 19 posts
- Offline
Technical Discussion » Modifying Autorig assets
- ViCoX
- 19 posts
- Offline
Yo,
I would like to modify the auto-rig assets and make my own logic on top. What's the preferred way of editing and creating new auto-rig assets currently or is it not recommended/possible? The auto-rig workflow documentation seems bit like black box currently : )
Cheers,
- J
I would like to modify the auto-rig assets and make my own logic on top. What's the preferred way of editing and creating new auto-rig assets currently or is it not recommended/possible? The auto-rig workflow documentation seems bit like black box currently : )
Cheers,
- J
Technical Discussion » Floyd–Steinberg dithering in COPs?
- ViCoX
- 19 posts
- Offline
Has anyone made/tried to make Floyd–Steinberg dithering in COPs by any chance?
If not I gotta start diggin into it : )
Thanks,
- J
If not I gotta start diggin into it : )
Thanks,
- J
Technical Discussion » Alembic procedual polylines?
- ViCoX
- 19 posts
- Offline
Yo,
I`m rendering packedprimitive feathers that are made out of polylines. I store them in alembic file and use the alembic procedual to render them. Problem however is that Mantra seems to render the feathers as points not as polylines?
Everything looks good when camera is further away - almost as if it was rendering the polylines correctly, but in closeups it seems to render points haha
So can the Alembic procedual render polylines properly? If so - is there something specific I would need to know to get it working - especially in the closeups?
Thanks a lot fellas,
- J
I`m rendering packedprimitive feathers that are made out of polylines. I store them in alembic file and use the alembic procedual to render them. Problem however is that Mantra seems to render the feathers as points not as polylines?
Everything looks good when camera is further away - almost as if it was rendering the polylines correctly, but in closeups it seems to render points haha
So can the Alembic procedual render polylines properly? If so - is there something specific I would need to know to get it working - especially in the closeups?
Thanks a lot fellas,
- J
Technical Discussion » Wrangle and multiple contexts
- ViCoX
- 19 posts
- Offline
Is there a way to add new tetras in vex? addprim() seems to only support polygons and polylines?
Tetrahedralize sop is good but fails easily with self-intesections. I would not mind them that much as the solver would be simpler.
Thanks,
- J
Tetrahedralize sop is good but fails easily with self-intesections. I would not mind them that much as the solver would be simpler.
Thanks,
- J
Technical Discussion » Wrangle and multiple contexts
- ViCoX
- 19 posts
- Offline
Okkk thats very cool tamte!
I just don`t know how you guys figure this shit out on your own haha
Thanks,
- J
I just don`t know how you guys figure this shit out on your own haha
Thanks,
- J
Technical Discussion » Wrangle and multiple contexts
- ViCoX
- 19 posts
- Offline
I have a feeling I would need to dig into HDK if I need to do something with tetra prims. Uhhh.. I use Clion and getting HDK&Makefiles working trough Cmake is such a pain…
Technical Discussion » Wrangle and multiple contexts
- ViCoX
- 19 posts
- Offline
Yo jlait!
I suppose I could make them primitive based. Even then I would be curious though how would you represent one tetrahedron attribute when it consists of 3 polygons? (not that it matters that much with SIMD - just for sense of clarity) I wanted to make simpler solver and integration than FEM so it would run faster and also with more custom mesh. Like a verlet with polyline constraints or something but good ideas dude!
I haven`t even realized there is Tetrahedron PRIMITIVE.. Amateur hour haha I will need to investigate how to deal with em now.
Thanks a lot for helpful answers guys!
- J
I suppose I could make them primitive based. Even then I would be curious though how would you represent one tetrahedron attribute when it consists of 3 polygons? (not that it matters that much with SIMD - just for sense of clarity) I wanted to make simpler solver and integration than FEM so it would run faster and also with more custom mesh. Like a verlet with polyline constraints or something but good ideas dude!
I haven`t even realized there is Tetrahedron PRIMITIVE.. Amateur hour haha I will need to investigate how to deal with em now.
Thanks a lot for helpful answers guys!
- J
Edited by ViCoX - May 19, 2016 08:30:18
Technical Discussion » Wrangle and multiple contexts
- ViCoX
- 19 posts
- Offline
Hi,
Returning to my problems. I got things working, but I would need to store the attributes regarding the tetrahedrons.
I have different amount of tetraherdons than I have points or primitives. How do you guys store such data into attributes?
I was thinking of making detail attribute that stores the count of tetrahedrons and store everything on to the points. Is there preferred workflow for this?
Thanks,
- J
Returning to my problems. I got things working, but I would need to store the attributes regarding the tetrahedrons.
I have different amount of tetraherdons than I have points or primitives. How do you guys store such data into attributes?
I was thinking of making detail attribute that stores the count of tetrahedrons and store everything on to the points. Is there preferred workflow for this?
Thanks,
- J
Technical Discussion » Wrangle and multiple contexts
- ViCoX
- 19 posts
- Offline
Stupid question #2 Is there a performance penalty for accessing attributes and data this way or why these contexts exist overall? SIMDs?
Technical Discussion » Wrangle and multiple contexts
- ViCoX
- 19 posts
- Offline
After short look that would mean I get numpt with npoints() and then iterate n get values with point();
Alrighty makes sense! Simple things makes me confused sometimes : )
Thanks Enivob!
- J
Alrighty makes sense! Simple things makes me confused sometimes : )
Thanks Enivob!
- J
Technical Discussion » Wrangle and multiple contexts
- ViCoX
- 19 posts
- Offline
Hi,
How you guys deal with multiple contexts in wrangle. For example I`m doing my own tetrahedron mesh for simulation so I need to loop over polygons and connect em to points.
This ends up cubersome when I need then to get the points I want to connect with polylines as they are in point context? I wished there would be some sort of “getattrib group filter” but I haven`t found any smart solution.
So how you guys deal with operations that deal with mix of contexts: Polygon, points, vertex and detail?
Is it smart to bring them into different inputs or something?
Thanks,
- J
How you guys deal with multiple contexts in wrangle. For example I`m doing my own tetrahedron mesh for simulation so I need to loop over polygons and connect em to points.
This ends up cubersome when I need then to get the points I want to connect with polylines as they are in point context? I wished there would be some sort of “getattrib group filter” but I haven`t found any smart solution.
So how you guys deal with operations that deal with mix of contexts: Polygon, points, vertex and detail?
Is it smart to bring them into different inputs or something?
Thanks,
- J
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