Hi Rafal,
Thanks for the tip. I'm trying to build a tool that auto-rigs hair curves imported from disk. The bonesfromcurve wants to work on objects not primitives; can I get it to work on primitives?
Also I'd like to feed the Chain Name and Number of bones attributes from my script but I can't find any documentation on the bonesfromcurves command I can only find documentation on the shelf tool. Is the script the command runs available for inspection?
Thanks,
Chris
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Technical Discussion » How to use shelf tools in custom tools?
- chrbradley
- 15 posts
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Technical Discussion » How to use shelf tools in custom tools?
- chrbradley
- 15 posts
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Hi,
I'd like to call the bonesfromcurve tool in a custom tool I'm attempting to write. I have two questions:
1) Where does the bonesfromcurve command live? Following the calls made in the Script window after running Edit tool I got this far:
/rel/third_party/houdini/11.0.775_64/houdini/toolbar/ObjectStateTools.shelf
Which calls:
import objecttoolutils
objecttoolutils.customStateTool(kwargs, ‘bonesfromcurve’)
objecttoolutils module is located in:
/rel/third_party/houdini/11.0.775_64/houdini/python2.6libs/objecttoolutils.py
Which Calls:
toolutils.genericTool(kwargs, ‘bonesfromcurve’)
toolutils module is located in:
/rel/third_party/houdini/11.0.775_64/houdini/python2.6libs/toolutils.py
From there I'm stumped, does anybody know where bonesfromcurve actually lives or how to find it?
2) A path of lesser resistance may be to call it directly from my own tool, but I don't know how. Any suggestions on this one?
Thanks,
Chris
I'd like to call the bonesfromcurve tool in a custom tool I'm attempting to write. I have two questions:
1) Where does the bonesfromcurve command live? Following the calls made in the Script window after running Edit tool I got this far:
/rel/third_party/houdini/11.0.775_64/houdini/toolbar/ObjectStateTools.shelf
Which calls:
import objecttoolutils
objecttoolutils.customStateTool(kwargs, ‘bonesfromcurve’)
objecttoolutils module is located in:
/rel/third_party/houdini/11.0.775_64/houdini/python2.6libs/objecttoolutils.py
Which Calls:
toolutils.genericTool(kwargs, ‘bonesfromcurve’)
toolutils module is located in:
/rel/third_party/houdini/11.0.775_64/houdini/python2.6libs/toolutils.py
From there I'm stumped, does anybody know where bonesfromcurve actually lives or how to find it?
2) A path of lesser resistance may be to call it directly from my own tool, but I don't know how. Any suggestions on this one?
Thanks,
Chris
Technical Discussion » per-point wire blend weighting?
- chrbradley
- 15 posts
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Ok, I figured this out using VOPs . This technique eliminates the blendshape node:
In this case I needed a quick was to tone down a wire simulation for fur curves without having to re-simulate. You need to have a set of curves that track with your surface, but do not simulate, for this to work on an animated character.
Attached is the example file. If anybody has a better or faster way, I'd love to hear it.
In this case I needed a quick was to tone down a wire simulation for fur curves without having to re-simulate. You need to have a set of curves that track with your surface, but do not simulate, for this to work on an animated character.
Attached is the example file. If anybody has a better or faster way, I'd love to hear it.
Technical Discussion » per-point wire blend weighting?
- chrbradley
- 15 posts
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Hi,
Does anybody know a way to implement per-point WireBlend weighting?
I'd like to drive the weighting with a ramp or a set of values, something like start_position, start_weight, end_position, end_weight, where the position attributes describe where on the curve, 0 - 1, the weight attributes occur.
The intent is that as I adjust the blend parameter on the WireBlend node the weighting of each point gets proportionally multiplied by where they fall in relation to the ramp or the attributes I described.
I'm pretty new to Houdini so any help would be greatly appreciated.
Thanks!
Does anybody know a way to implement per-point WireBlend weighting?
I'd like to drive the weighting with a ramp or a set of values, something like start_position, start_weight, end_position, end_weight, where the position attributes describe where on the curve, 0 - 1, the weight attributes occur.
The intent is that as I adjust the blend parameter on the WireBlend node the weighting of each point gets proportionally multiplied by where they fall in relation to the ramp or the attributes I described.
I'm pretty new to Houdini so any help would be greatly appreciated.
Thanks!
Technical Discussion » unpredictable wire behavior
- chrbradley
- 15 posts
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Thanks for the suggestions. Setting the mass manually definitely got me to a point where I could predictably modify the other parameters. I'm still refining the settings, but I'm much closer now.
Thanks Again!
Thanks Again!
Technical Discussion » unpredictable wire behavior
- chrbradley
- 15 posts
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Hello,
I'm trying to simulate fur with the wire solver and I'm seeing some very unexpected results. Specifically I ran a wedge where I only incremented density and left the other parameters alone. At a density of 10, the wires freak out, 20 they look good, at they 30 freak out, and at 40 they look good.
I would have expected that since the solver freaked out at a density of 10, that it would have gotten progressively worse as I incremented up to 40, but that's not what happened.
Does anybody have any ideas on why density values of 10 and 30 look terrible and values of 20 and 40 look good?
Thank You.
I'm trying to simulate fur with the wire solver and I'm seeing some very unexpected results. Specifically I ran a wedge where I only incremented density and left the other parameters alone. At a density of 10, the wires freak out, 20 they look good, at they 30 freak out, and at 40 they look good.
I would have expected that since the solver freaked out at a density of 10, that it would have gotten progressively worse as I incremented up to 40, but that's not what happened.
Does anybody have any ideas on why density values of 10 and 30 look terrible and values of 20 and 40 look good?
Thank You.
Technical Discussion » How to format hwatermark
- chrbradley
- 15 posts
- Offline
I found the answer on the mail list here: [sidefx.com]
“Rangi Sutton wrote:
Not the easy answer, and it's entirely untested.. but what I'd be doing..
Fork (copy as a new name) the wedge asset so you've got one of your own.
Crack open the Edit operator Type Properties, go to the Scripts tab.
In the PythonModule, find the lines that read like:
prefix = ”_%s_%f“ % (englishname, v)
And change them to
prefix = ”%s_%.2f“ % (englishname, v)
Excuse the silly typo…
prefix = ”_%s_%.2f“ % (englishname , v)
But you know… you can format that stuff prefix how you want now.
r.
Save the module and you should get the values to two decimal places…”
“Rangi Sutton wrote:
Not the easy answer, and it's entirely untested.. but what I'd be doing..
Fork (copy as a new name) the wedge asset so you've got one of your own.
Crack open the Edit operator Type Properties, go to the Scripts tab.
In the PythonModule, find the lines that read like:
prefix = ”_%s_%f“ % (englishname, v)
And change them to
prefix = ”%s_%.2f“ % (englishname, v)
Excuse the silly typo…
prefix = ”_%s_%.2f“ % (englishname , v)
But you know… you can format that stuff prefix how you want now.
r.
Save the module and you should get the values to two decimal places…”
Technical Discussion » Wire Solver Question
- chrbradley
- 15 posts
- Offline
Hi There,
I'm using the wire solver to simulate curves that I imported into Houdini. We're basically doing a fur simulation. I like the self collisions and the volume collisions, but I want to eliminate any overlapping motion that is a result of the character's animation.
Essentially I want the curves to track with the character and collide with themselves and other geometry. I do not want them to drag, overshoot, and recover. Does this make sense?
It seems like the Angular Spring Constraint attribute, basically bend stiffness I think, affects collisions too, so making it really high doesn't help.
Is there a way to simulate just collisions, but not motion?
Thanks!
I'm using the wire solver to simulate curves that I imported into Houdini. We're basically doing a fur simulation. I like the self collisions and the volume collisions, but I want to eliminate any overlapping motion that is a result of the character's animation.
Essentially I want the curves to track with the character and collide with themselves and other geometry. I do not want them to drag, overshoot, and recover. Does this make sense?
It seems like the Angular Spring Constraint attribute, basically bend stiffness I think, affects collisions too, so making it really high doesn't help.
Is there a way to simulate just collisions, but not motion?
Thanks!
Technical Discussion » restart wedge
- chrbradley
- 15 posts
- Offline
Hello,
I'm running the wedge ROP with a mantra node and it is crashing Houdini frequently. Ultimately I need to solve that, but in the mean time, is there a way to tell the wedge ROP to pick up where it left off? Or tell it to pick-up after the last complete wedge iteration?
Thanks,
Chris
I'm running the wedge ROP with a mantra node and it is crashing Houdini frequently. Ultimately I need to solve that, but in the mean time, is there a way to tell the wedge ROP to pick up where it left off? Or tell it to pick-up after the last complete wedge iteration?
Thanks,
Chris
Technical Discussion » How to format hwatermark
- chrbradley
- 15 posts
- Offline
Hi There,
Does anybody know how to edit the channel decimal precision of the hwatermark unix script?:
unix hwatermark -x 4 10 -m “$WEDGE” `chs(“vm_picture”)` `chs(“vm_picture”)` $HFS/houdini/fonts_texture/Fixed-Bold.24
It defaults to 6 decimal places which is overkill when I'm wedging values between 10 and 50.
Regards,
Chris
Does anybody know how to edit the channel decimal precision of the hwatermark unix script?:
unix hwatermark -x 4 10 -m “$WEDGE” `chs(“vm_picture”)` `chs(“vm_picture”)` $HFS/houdini/fonts_texture/Fixed-Bold.24
It defaults to 6 decimal places which is overkill when I'm wedging values between 10 and 50.
Regards,
Chris
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