I just get a mac french canadian keyboard, qwerty but with all the french stuffs (éèçà^¨) and nearly everything is fine but no <>. Too bad…
US Keyboard seems to be the only fully working option.
Found 15 posts.
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SI Users » International keyboards
- ben4096
- 16 posts
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Technical Discussion » QWERTZ Keyboard on Macbook
- ben4096
- 16 posts
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Technical Discussion » Closing object:modelling
- ben4096
- 16 posts
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Technical Discussion » ForEach SOP Problems ( POPnet inside ForEach )
- ben4096
- 16 posts
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Unfortunately POP net doesn't seem to work inside foreach SOP.
Did you check this thread : http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16235&highlight=pop+foreach [sidefx.com]
The DA + opdigits solution sounds good to help with your problem (but they're will be a LOT of nodes!)
Did you check this thread : http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16235&highlight=pop+foreach [sidefx.com]
The DA + opdigits solution sounds good to help with your problem (but they're will be a LOT of nodes!)
Houdini Indie and Apprentice » manipulating constraints in a wire simulation
- ben4096
- 16 posts
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You should read this thread, I think it's pretty close to want you looking for :
http://forums.odforce.net/index.php?/topic/12539-up-like-balloons-setup/page__hl__balloon__fromsearch__1 [forums.odforce.net]
To contraint a wire to a point on a geometry see the (very simple) attached file.
ben
http://forums.odforce.net/index.php?/topic/12539-up-like-balloons-setup/page__hl__balloon__fromsearch__1 [forums.odforce.net]
To contraint a wire to a point on a geometry see the (very simple) attached file.
ben
Technical Discussion » Custom parameter : Button ?
- ben4096
- 16 posts
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I've been through similar problem (direct copy/paste referencing with button)
Usually I solve this using Edit Parameter Interface and drag the source button in the channel menu or I type the path to it.
I tried with your file and it works.
hope to help
bonne chance
ben
Usually I solve this using Edit Parameter Interface and drag the source button in the channel menu or I type the path to it.
I tried with your file and it works.
hope to help
bonne chance
ben
Houdini Indie and Apprentice » how do i create terrain with height map image?
- ben4096
- 16 posts
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look at :
Houdini Exchange -> Displace geometry using an image
http://www.sidefx.com/exchange/display.php?author=adam_glazier [sidefx.com]
Houdini Exchange -> Displace geometry using an image
http://www.sidefx.com/exchange/display.php?author=adam_glazier [sidefx.com]
Houdini Indie and Apprentice » How to export to 3ds L-system growth plant animation
- ben4096
- 16 posts
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Hi,
Obj sequence is the only option.
Then you will have to use use a script to play you sequence in max
(since there's no native support for such a simple thing ! )
http://www.scriptspot.com/3ds-max/scripts/objloader-v1-4 [scriptspot.com]
Obj sequence is the only option.
Then you will have to use use a script to play you sequence in max
(since there's no native support for such a simple thing ! )
http://www.scriptspot.com/3ds-max/scripts/objloader-v1-4 [scriptspot.com]
Houdini Indie and Apprentice » Basic crowd animation with particle interaction
- ben4096
- 16 posts
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I suggest you to look at this first :
http://sweb.cityu.edu.hk/sm4123/07-Tut.pdf [sweb.cityu.edu.hk]
Then this thread is really interesting, specially the .hip by Peter Claes :
http://forums.odforce.net/index.php?/topic/10434-pop-loot-and-looters/page__fromsearch__1 [forums.odforce.net]
http://sweb.cityu.edu.hk/sm4123/07-Tut.pdf [sweb.cityu.edu.hk]
Then this thread is really interesting, specially the .hip by Peter Claes :
http://forums.odforce.net/index.php?/topic/10434-pop-loot-and-looters/page__fromsearch__1 [forums.odforce.net]
Houdini Indie and Apprentice » FBX Export Import
- ben4096
- 16 posts
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I didn't try the .chan export by myself but this thread mention that it's not possible with Apprentice.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=18309 [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=18309 [sidefx.com]
Houdini Lounge » Recommended Laptop graphics cards for use with Houdini
- ben4096
- 16 posts
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MacBookPro best choice(or any macbook 64 bit),
If you have money for that, best choise you've ever made.
Reliable, Unix-Like, run like a charm. If not happy can can switch to linux, or win7 (but why choose worst?).
If you have money for that, best choise you've ever made.
Reliable, Unix-Like, run like a charm. If not happy can can switch to linux, or win7 (but why choose worst?).
Houdini Indie and Apprentice » Extremely long start-up time (osx)
- ben4096
- 16 posts
- Offline
Ok, I've found out what was wrong.
For any reason my Hostname has changed…
(I suspect, vmware for that, but no proof)
I solved it with a :
sudo scutil –set HostName myhostname.local
to know for sure what my hostname has to be I've checked :
http://license.sidefx.com/licenses.php [license.sidefx.com]
That recover my license but houdini was still slow to launch.
To solve that point I've had to manually cleaned up library/sesi/licenses.local file and remove duplicates entries or entries with bad host name (there was a lot).
Edit : now and again only 3sec to launch !
As a 10years 3dsmax user, Houdini is just awesome. It's just like to break up with your old girl friend and forget her in a minute because of this new sweet one.
ben.
For any reason my Hostname has changed…
(I suspect, vmware for that, but no proof)
I solved it with a :
sudo scutil –set HostName myhostname.local
to know for sure what my hostname has to be I've checked :
http://license.sidefx.com/licenses.php [license.sidefx.com]
That recover my license but houdini was still slow to launch.
To solve that point I've had to manually cleaned up library/sesi/licenses.local file and remove duplicates entries or entries with bad host name (there was a lot).
Edit : now and again only 3sec to launch !
As a 10years 3dsmax user, Houdini is just awesome. It's just like to break up with your old girl friend and forget her in a minute because of this new sweet one.
ben.
Houdini Indie and Apprentice » Extremely long start-up time (osx)
- ben4096
- 16 posts
- Offline
Same problem here …
Osx 10.6.2 / houdini 10.0.528
Everything was just fine and now it took 5mn to launch on a macpro2009 and my HD license does'nt work anymore.
Uninstall/reinstall didn't changed anything.
Any help, someone ?
thanks
Osx 10.6.2 / houdini 10.0.528
Everything was just fine and now it took 5mn to launch on a macpro2009 and my HD license does'nt work anymore.
Uninstall/reinstall didn't changed anything.
Any help, someone ?
thanks
Houdini Indie and Apprentice » FBX import problem
- ben4096
- 16 posts
- Offline
Ok, I've found a workaround.
If anyone interested here it is :
-Open FBX in max
-On skinned mesh -> save skin (.env)
-at frame 0 snapshot the skinned mesh.
-delete skinned mesh
-add modifier skin to the snapshoted mesh
-add all bones
-load .env
-export .fbx
-Import .fbx into Houdini
Now I can go back to my crowd sim
anyway if someone can explain me why I can't import .fbx straight from mobu to houdini I'm still interested…
If anyone interested here it is :
-Open FBX in max
-On skinned mesh -> save skin (.env)
-at frame 0 snapshot the skinned mesh.
-delete skinned mesh
-add modifier skin to the snapshoted mesh
-add all bones
-load .env
-export .fbx
-Import .fbx into Houdini
Now I can go back to my crowd sim
anyway if someone can explain me why I can't import .fbx straight from mobu to houdini I'm still interested…
Houdini Indie and Apprentice » FBX import problem
- ben4096
- 16 posts
- Offline
Hi,
Does anyone can provide me advice (or maybe solution) for importing FBX to houdini.
The file comes from motion builder and import without problems to Max or Maya.
But in houdini I've got a message "<internal> Warning (##): invalide range specification.
Then the skin is partially broken…
I've tried every option possible, ascii, binary, without success.
Any idea someone ?
thanks
ben
Does anyone can provide me advice (or maybe solution) for importing FBX to houdini.
The file comes from motion builder and import without problems to Max or Maya.
But in houdini I've got a message "<internal> Warning (##): invalide range specification.
Then the skin is partially broken…
I've tried every option possible, ascii, binary, without success.
Any idea someone ?
thanks
ben
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