To anyone who may come across this usless post, in the end I figured out that the version of houdini I was using had a bug that was making my life dificult when it comes to custom handles, houdini would crash everytime I tried to use the handle parameter window. So when I realized this and switched to a version not afflicted by this particular bug it became super easy to set up whatever handle I wanted customizing it via the handle parameter window then exporting this to the type properties of the otl.
Life goes on.
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Technical Discussion » Question: With Circle Handle direction
- austinian
- 5 posts
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Technical Discussion » Question: With Circle Handle direction
- austinian
- 5 posts
- Offline
in the defualt field add ownerop(`object/sop`) , I guess that tells it to pay attention to object level transformation, before I just had it set to object only, once I added sop to string all transformations came into play on handles.
Still wondering about scaling distance rings…
Peace
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Still wondering about scaling distance rings…
Peace
a
Technical Discussion » Question: With Circle Handle direction
- austinian
- 5 posts
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I've attached an OTL that has a simple setup of what I'm trying to do.
When I rotate (via Xform Handle) the object, I'd like the `Circle Handle` to stay oriented to the object, at this time it does not. How do I do that? Is it possible to parent handles? (I'm guessing because there are no vector inputs for this handle that what I'm wanting to do is impossible, but am hoping that some work around exists, such as Handle Parenting)
I understand that for this situation there are better handles to use such as the `Distance Handle` but for my project here at work I need the XY scalability of the `Circle Handle`.
Another question is if I chose to use the `Distance Handle` how do I make the handle rings scale to the size of the object? Example: use a simple Clip Sop on an object, then scale that object before the Clip and the clips Distance Handle rings scale with the object. Yet if I recreate the Distace Handle within an OTL I loose scalability, why is that and how do I fix that?
Thanks for your help.
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When I rotate (via Xform Handle) the object, I'd like the `Circle Handle` to stay oriented to the object, at this time it does not. How do I do that? Is it possible to parent handles? (I'm guessing because there are no vector inputs for this handle that what I'm wanting to do is impossible, but am hoping that some work around exists, such as Handle Parenting)
I understand that for this situation there are better handles to use such as the `Distance Handle` but for my project here at work I need the XY scalability of the `Circle Handle`.
Another question is if I chose to use the `Distance Handle` how do I make the handle rings scale to the size of the object? Example: use a simple Clip Sop on an object, then scale that object before the Clip and the clips Distance Handle rings scale with the object. Yet if I recreate the Distace Handle within an OTL I loose scalability, why is that and how do I fix that?
Thanks for your help.
a
Technical Discussion » Offsetting $F per instance
- austinian
- 5 posts
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What you're suggesting is pretty much what I allready have, I'm using 3 sets of random lookups that point to a serries of offset /objs, (obj/name_offset1_offset2_offset3)
I put up that post yesterday in hopes of gleeming some knowledge that I hadn't run into in any of the formus… You hit the nail on the head saying that “you can't make the instance attribute point to a file on disk”, thats really what I was hoping to get around. As it stands the system I'm currently using is working pretty good.
I'm still going to put it out there: Does anyone know of any other ways to manipulate instances, other than shader strings and pscale?..
Thanks again DriesD
a
I put up that post yesterday in hopes of gleeming some knowledge that I hadn't run into in any of the formus… You hit the nail on the head saying that “you can't make the instance attribute point to a file on disk”, thats really what I was hoping to get around. As it stands the system I'm currently using is working pretty good.
I'm still going to put it out there: Does anyone know of any other ways to manipulate instances, other than shader strings and pscale?..
Thanks again DriesD
a
Technical Discussion » Offsetting $F per instance
- austinian
- 5 posts
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can it be done?
As far as I've been able to disern, there are primarily two ways to change Instances, shader strings and pscale, Is there anything else I can do? I'd love to know any other ways I can manipulate Instances… If you find that the above is true as far as you know, please reply so I know to move on…
Here's the sitch: One geo with animation cycle, Instanced N times. Can I offset its animation in such a way as to make each instance play at a different place in its cycle thus no two instances are in sink? I can offset animation cycles all day long without the geometry being Instanced but thats not what I'm trying to do here.
Thanks a bunch for any help
a
As far as I've been able to disern, there are primarily two ways to change Instances, shader strings and pscale, Is there anything else I can do? I'd love to know any other ways I can manipulate Instances… If you find that the above is true as far as you know, please reply so I know to move on…
Here's the sitch: One geo with animation cycle, Instanced N times. Can I offset its animation in such a way as to make each instance play at a different place in its cycle thus no two instances are in sink? I can offset animation cycles all day long without the geometry being Instanced but thats not what I'm trying to do here.
Thanks a bunch for any help
a
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