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Houdini Indie and Apprentice » Menu bar and rendering a flipbook (mac leopard snow)
- chadi
- 32 posts
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Houdini Indie and Apprentice » Helpless writing flipbook images on disk (MAC)
- chadi
- 32 posts
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It seems that problems of Mac Leopard Snow with Houdini are endless.
Problems with refreshing - Vanished Menu bar - Bugs in browsing files….Etc.
One of the main and urgent problems is I can't write flipbook images to my hard disk.
I checked all the writing and reading permissions on my folders, the hard disk capacity, the existence of right path……etc.
I downloaded the latest version of Houdini 10.0.374, working on the newest Macbook Pro 15", on Mac Leopard Snow 10.6.1.
I'm joining the warning message, and a simplified scene of the problem. I would be very grateful if someone can check on his/her computer.
I apologize if the solution was a coma or a $ lost somewhere.
Best
Problems with refreshing - Vanished Menu bar - Bugs in browsing files….Etc.
One of the main and urgent problems is I can't write flipbook images to my hard disk.
I checked all the writing and reading permissions on my folders, the hard disk capacity, the existence of right path……etc.
I downloaded the latest version of Houdini 10.0.374, working on the newest Macbook Pro 15", on Mac Leopard Snow 10.6.1.
I'm joining the warning message, and a simplified scene of the problem. I would be very grateful if someone can check on his/her computer.
I apologize if the solution was a coma or a $ lost somewhere.
Best
Houdini Indie and Apprentice » Menu bar and rendering a flipbook (mac leopard snow)
- chadi
- 32 posts
- Offline
Hi all
I have a couple of simple problems I can't solve while working on Houdini under a Macbook Pro “the newest one”:
-I can't see the main menu bar, I tried many things and I remember seeing it on the win version.
-When I render a flipbook I can't write images to the hard disk “I checked the write read permission”, I can see the results on a mplay but sometimes when the sequence is long in HD it almost crashes the machine, a loss of memory probably.
I really start from a scratch scene for these couple of problems.
Help
I have a couple of simple problems I can't solve while working on Houdini under a Macbook Pro “the newest one”:
-I can't see the main menu bar, I tried many things and I remember seeing it on the win version.
-When I render a flipbook I can't write images to the hard disk “I checked the write read permission”, I can see the results on a mplay but sometimes when the sequence is long in HD it almost crashes the machine, a loss of memory probably.
I really start from a scratch scene for these couple of problems.
Help
Houdini Indie and Apprentice » print a value in a Text node
- chadi
- 32 posts
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Houdini Indie and Apprentice » print a value in a Text node
- chadi
- 32 posts
- Offline
Hi
I'm continuing designing a previz tool for a non animated “agent animation” crowd simulation.
I need to make a font object that print the number of soldiers I used in the camera view, of course that number will be calculated through the army, but my problem is “I'm really a newbie” is that I could not convince the font node to “print-echo” a certain value based on other nodes “like copy stamp”
Thanks
I'm continuing designing a previz tool for a non animated “agent animation” crowd simulation.
I need to make a font object that print the number of soldiers I used in the camera view, of course that number will be calculated through the army, but my problem is “I'm really a newbie” is that I could not convince the font node to “print-echo” a certain value based on other nodes “like copy stamp”
Thanks
Houdini Indie and Apprentice » Crowd Simulation tool (for previz only)
- chadi
- 32 posts
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Hey arctor, thank you very much for your example file.
That was exactly the tool I wanted to achieve, I had to admit, I started to search along to do the same thing, but I ended up with millions of nodes.
I will develop the tool and I will posted it later.
Cheers
That was exactly the tool I wanted to achieve, I had to admit, I started to search along to do the same thing, but I ended up with millions of nodes.
I will develop the tool and I will posted it later.
Cheers
Houdini Indie and Apprentice » Crowd Simulation tool (for previz only)
- chadi
- 32 posts
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I tried that, but for some design purposes forward the armies, this solution was not the most intelligent for my idea, I was thinking in designing the armies in groups, like real armies.
thank you
thank you
Houdini Indie and Apprentice » Crowd Simulation tool (for previz only)
- chadi
- 32 posts
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Hi all of you
First of all, I'm a film director and a VFX supervisor. I have this project where I should create lots of shots with crowd simulation, basically armies of infantries and horsemen. I'm new to Houdini, and I want to use Houdini to create a simple “but expandable” tool to create ONLY a Previz for the battles to show my team what are the possibilities and to show the DOP and the Stunts how to run and how they should film.
The final VFX will be decided later on.
This tool should include a simple distribution tool like “copy stamp” to create proxies of so what called soldiers with their flags, of course I mean by proxies a very basic definition model, the same goes for horses.
I want to be able to project the small army on a certain terrain. To give a small shading to differences the two armies and the cavalries from the infantries. The only animation I will have then is to move the grid that holds the group of soldiers to stick on the ground, no walking cycles, no collisions.
I tried several things on Houdini, but I guess as an ex- 3dsmax user the logic I had did not work out on Houdini.
I know I can go and create what I want in 3dsmax easily, but to be honest, I WANT to do it on Houdini, as I'm a great supporter to this piece of software that I find genius.
Please help, if there is any certain tutorial you know I will take I would be happy. If someone can help me just to create the basic asset with cylinders and boxes I will be more than thankful, I will share the final asset with better models and animation if I find myself able to.
All my thanx to all of you.
First of all, I'm a film director and a VFX supervisor. I have this project where I should create lots of shots with crowd simulation, basically armies of infantries and horsemen. I'm new to Houdini, and I want to use Houdini to create a simple “but expandable” tool to create ONLY a Previz for the battles to show my team what are the possibilities and to show the DOP and the Stunts how to run and how they should film.
The final VFX will be decided later on.
This tool should include a simple distribution tool like “copy stamp” to create proxies of so what called soldiers with their flags, of course I mean by proxies a very basic definition model, the same goes for horses.
I want to be able to project the small army on a certain terrain. To give a small shading to differences the two armies and the cavalries from the infantries. The only animation I will have then is to move the grid that holds the group of soldiers to stick on the ground, no walking cycles, no collisions.
I tried several things on Houdini, but I guess as an ex- 3dsmax user the logic I had did not work out on Houdini.
I know I can go and create what I want in 3dsmax easily, but to be honest, I WANT to do it on Houdini, as I'm a great supporter to this piece of software that I find genius.
Please help, if there is any certain tutorial you know I will take I would be happy. If someone can help me just to create the basic asset with cylinders and boxes I will be more than thankful, I will share the final asset with better models and animation if I find myself able to.
All my thanx to all of you.
Houdini Indie and Apprentice » Need help on this sweep scale issue
- chadi
- 32 posts
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Hey Varomix
Great idea, I tried to do that, but I could not figure out the righteous add polygin expression, very simple, very nice, and smart enough.
I will keep on asking dummy questions so be around.
Best regards from Paris
Great idea, I tried to do that, but I could not figure out the righteous add polygin expression, very simple, very nice, and smart enough.
I will keep on asking dummy questions so be around.
Best regards from Paris
Houdini Indie and Apprentice » Need help on this sweep scale issue
- chadi
- 32 posts
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Hello all
I need a small help to let me figure out a simple expression.
In the scene I'm joining in, is a small task to sweep a shape “reorient” along a vertical line “verticalcenterline” and to scale its copies gradually to match the pyramid look shape “verticalguidelines”.
I tried many expressions to use the PCT, PT and NPT to make it simple to match with the changing look of the pyramid controlled by a “mastercontrol”.
All is pointed with templates.
Help and many thanx.
I need a small help to let me figure out a simple expression.
In the scene I'm joining in, is a small task to sweep a shape “reorient” along a vertical line “verticalcenterline” and to scale its copies gradually to match the pyramid look shape “verticalguidelines”.
I tried many expressions to use the PCT, PT and NPT to make it simple to match with the changing look of the pyramid controlled by a “mastercontrol”.
All is pointed with templates.
Help and many thanx.
Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
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Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
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Hey Alex and thanx for the great introduction, I changed as you told, but it seems that the direction of normals is right, but doesn't match of the right direction of the skin1 is directed, I'm joining a small print to show you the result.
I hope I did not do any wrong manipulation.
Best regards
I hope I did not do any wrong manipulation.
Best regards
Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
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I tried some tricks, but I think the upvector needs to be tweaked….
Ignore the previous message
regards
Ignore the previous message
regards
Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
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Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
- Offline
Hey ALex
Thank you a lot, this really do the trick; and works perfectly, million thanx.
I still have two questions:
-Do u recommend any tutorials to help me understand better the up vector - normals calculations …. I'm really wanting to understand this as Houdini uses these mathematical tricks so often and this is a very field of interest that I lack most.
-in my model, I made a top SOP, to be able to increase the radius of the upper base, to let the Ibeams not to meet in the single zenith point, and to have further control in case I want them to expand instead of just intersecting up there.
I will try few things, but I'm sure I will go for another extereme non optimal solution.
Any help of that would be great.
Best best greetings from Paris
Thank you a lot, this really do the trick; and works perfectly, million thanx.
I still have two questions:
-Do u recommend any tutorials to help me understand better the up vector - normals calculations …. I'm really wanting to understand this as Houdini uses these mathematical tricks so often and this is a very field of interest that I lack most.
-in my model, I made a top SOP, to be able to increase the radius of the upper base, to let the Ibeams not to meet in the single zenith point, and to have further control in case I want them to expand instead of just intersecting up there.
I will try few things, but I'm sure I will go for another extereme non optimal solution.
Any help of that would be great.
Best best greetings from Paris
Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
- Offline
Hello
Thank you for your reply, I'm a complete :?: head with vectors, normalize and everything related to.
Your way to caluclate the angle is much easier and cleaner to have; but in my example I can't put my hands on the components of the two points, I could guess the first one will be (0,h,0) and I can't guess the second point, even though i know it is the center of the object… no luck can't make it work.
Can anyone help me in that specific file, I know the theory but can't realise it via Houdini.
I know you guys are waiting for more challenging stuff//
Thank you for your reply, I'm a complete :?: head with vectors, normalize and everything related to.
Your way to caluclate the angle is much easier and cleaner to have; but in my example I can't put my hands on the components of the two points, I could guess the first one will be (0,h,0) and I can't guess the second point, even though i know it is the center of the object… no luck can't make it work.
Can anyone help me in that specific file, I know the theory but can't realise it via Houdini.
I know you guys are waiting for more challenging stuff//
Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
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Hello again
I thought it was right
I'm attaching a file because it is easier to explain with.
on the right side in the green box are the guide lines that I want my shapes on the left blue box to follow, it works fine but then I got some multiplier values that I can't solve.
The idea is to get the I beams to follow the shape on the right side;;;
help please, I'm so bad in maths, but I did not believe that I'm that bad….Am I?
I thought it was right
I'm attaching a file because it is easier to explain with.
on the right side in the green box are the guide lines that I want my shapes on the left blue box to follow, it works fine but then I got some multiplier values that I can't solve.
The idea is to get the I beams to follow the shape on the right side;;;
help please, I'm so bad in maths, but I did not believe that I'm that bad….Am I?
Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
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the answer was simply:
((ch(“../master_control/height”)/ch(“../master_control/radiusbase”))*45) + 90
I hope this is right;;; ops:
((ch(“../master_control/height”)/ch(“../master_control/radiusbase”))*45) + 90
I hope this is right;;; ops:
Houdini Indie and Apprentice » simple task angle calculate
- chadi
- 32 posts
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Hello teachers
I have a very simple task that I can't solve; knowing that it is very easy
I'm trying to calculate the angle O in DEGREES according to the height h and radius r, like the drawing explains.
I tried both formulas but I can't make it right
90-(tan(ch(“../master_control/radiusbase”)/ch(“../master_control/height”)))
or
ch(“../master_control/radiusbase”)/(((ch(“../master_control/radiusbase”)*ch(“../master_control/radiusbase”)))+(ch(“../master_control/height”)*ch(“../master_control/height”)))/((ch(“../master_control/radiusbase”)*ch(“../master_control/radiusbase”)))+(ch(“../master_control/height”)*ch(“../master_control/height”))))
Help
I have a very simple task that I can't solve; knowing that it is very easy
I'm trying to calculate the angle O in DEGREES according to the height h and radius r, like the drawing explains.
I tried both formulas but I can't make it right
90-(tan(ch(“../master_control/radiusbase”)/ch(“../master_control/height”)))
or
ch(“../master_control/radiusbase”)/(((ch(“../master_control/radiusbase”)*ch(“../master_control/radiusbase”)))+(ch(“../master_control/height”)*ch(“../master_control/height”)))/((ch(“../master_control/radiusbase”)*ch(“../master_control/radiusbase”)))+(ch(“../master_control/height”)*ch(“../master_control/height”))))
Help
Houdini Indie and Apprentice » Oil digger asset basic problem
- chadi
- 32 posts
- Offline
Hi all
I'm trying to rebuild this oil digger, to be more generic and smart.
I'm talking to rebuild it in a way like the elevator-asset and bridge-asset that have been screened on 3DBuzz.
On of the points I'm sticked to is how to make the basic triangled shape that can be 3 - 10 sided that will form the base of my model.
I'm joining a scene when I'm posing the problem, I wanna control all via a master control null with the parameters.
The idea is to create lines that will be the path to skin “I beams” and so.
Thanx
I'm trying to rebuild this oil digger, to be more generic and smart.
I'm talking to rebuild it in a way like the elevator-asset and bridge-asset that have been screened on 3DBuzz.
On of the points I'm sticked to is how to make the basic triangled shape that can be 3 - 10 sided that will form the base of my model.
I'm joining a scene when I'm posing the problem, I wanna control all via a master control null with the parameters.
The idea is to create lines that will be the path to skin “I beams” and so.
Thanx
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