What's weird is that I wasn't using any curly braces. They just showed up in my pre-render script parameter. Well, I guess it's time to upgrade to 8. We were just considering doing that yesterday.
Thanks for testing in 8 for me!
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Technical Discussion » can't set prerender script from tcl properly
- chrsmith
- 23 posts
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Technical Discussion » can't set prerender script from tcl properly
- chrsmith
- 23 posts
- Offline
I can't get tcl to set the prerender/postrender scripts for a render ROP.
If I put this into the TK Console:
hscript opparm /out/mantra1 prerender “hello”
it works properly and puts hello in the prerender script parameter. But if I put any real script commands:
hscript opparm /out/mantra1 prerender “opcf /obj;”
It says “Unknown command: }” and it puts “{opcf” in the prerender script parameter.
What I'm trying to do is run a tcl script file when I press a button in a digital asset. The tcl script creates the prerender script string I want and puts it into the ROP. I have a variable $prerenderscript. I will do this:
hscript opparm /out/mantra1 prerender $prerenderscript.
But I keep getting just the curly braces and the first word of my script to show up in the prerender script parameter.
Does anyone know what is happening here?
Thanks,
Christine Smith
Norhtrop Grumman
Engineering Visualization Resource
If I put this into the TK Console:
hscript opparm /out/mantra1 prerender “hello”
it works properly and puts hello in the prerender script parameter. But if I put any real script commands:
hscript opparm /out/mantra1 prerender “opcf /obj;”
It says “Unknown command: }” and it puts “{opcf” in the prerender script parameter.
What I'm trying to do is run a tcl script file when I press a button in a digital asset. The tcl script creates the prerender script string I want and puts it into the ROP. I have a variable $prerenderscript. I will do this:
hscript opparm /out/mantra1 prerender $prerenderscript.
But I keep getting just the curly braces and the first word of my script to show up in the prerender script parameter.
Does anyone know what is happening here?
Thanks,
Christine Smith
Norhtrop Grumman
Engineering Visualization Resource
Technical Discussion » Missing textures from otl in render
- chrsmith
- 23 posts
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When you created these digital assets did you copy any previous one that had embedded textures? I don't know if this is the case, but I've found that if you copy a digital asset, then the new one points to the textures in the old one. So if the old one is gone, the new one loses the link to the textures. (You would assume that it would automatically point inside itself rather than point to the otl it was copied from, but it doesn't.) Make sure that your texture references are looking in the right place. You might want to try deleting the texture maps from the otl, re-embedding them, then re-referencing them.
Christine Smith
Northrop Grumman
Engineering Visualization Resource
Christine Smith
Northrop Grumman
Engineering Visualization Resource
Technical Discussion » Problems with groups (invalid group message)
- chrsmith
- 23 posts
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That was it. There were some invisible characters in the group names. Houdini Support said the same thing.
Thanks!
Christine
Thanks!
Christine
Technical Discussion » Problems with groups (invalid group message)
- chrsmith
- 23 posts
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I have groups already saved in a bgeo file. It's a complex model with many groups. But if I try to delete all but a single group or try to apply shaders to groups, it says “Invalid group”.
Technical Discussion » Problems with groups (invalid group message)
- chrsmith
- 23 posts
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I have a piece of geometry containing several groups of primitives. In a Shader SOP, I try to apply a shader to particular groups, selecting them from the list, but then I get a yellow arrow warning saying the group is invalid.
I went through in another program and meticulously made sure that there were no shared primitives in the groups. One thing I notice is that there are vertices and points in the geometry rather than all vertices or all points. I don't know if that's what's causing the problem.
I've had this problem several times in different versions of Houdini with delete SOPS and group SOPS. But don't see this recorded in any other posts.
Does anyone know what the problem is?
Thanks,
Christine
Running H7.0.381 on XP
I went through in another program and meticulously made sure that there were no shared primitives in the groups. One thing I notice is that there are vertices and points in the geometry rather than all vertices or all points. I don't know if that's what's causing the problem.
I've had this problem several times in different versions of Houdini with delete SOPS and group SOPS. But don't see this recorded in any other posts.
Does anyone know what the problem is?
Thanks,
Christine
Running H7.0.381 on XP
Technical Discussion » Changing playback speed w/o Houdini changing keyframes
- chrsmith
- 23 posts
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Technical Discussion » Changing playback speed w/o Houdini changing keyframes
- chrsmith
- 23 posts
- Offline
Hi everyone,
I have a script which needs to make Houdini change its playback speed. I've tried using the fps command, but it scales my keyframes. I can't have this happen. I'd like to be able to change the playback rate, to a multiple of real-time, like 100 times faster than real-time, for example. Something like the step/multiplier in the Global Animation Options, which doesn't seem accessible from a script. How can this be done?
I'm using Houdini 6.5.102 on Windows XP.
Thanks!
Christine
I have a script which needs to make Houdini change its playback speed. I've tried using the fps command, but it scales my keyframes. I can't have this happen. I'd like to be able to change the playback rate, to a multiple of real-time, like 100 times faster than real-time, for example. Something like the step/multiplier in the Global Animation Options, which doesn't seem accessible from a script. How can this be done?
I'm using Houdini 6.5.102 on Windows XP.
Thanks!
Christine
Technical Discussion » How to run hscript commands without textport
- chrsmith
- 23 posts
- Offline
For anyone who wants to know, I typed that function in the Aliases and Variables window under the Expressions tab, then called the function in a channel.
Thanks!!!
Thanks!!!
Technical Discussion » How to run hscript commands without textport
- chrsmith
- 23 posts
- Offline
hoknamahn
chrsmith, I'm not sure, does make sense starting Tk in the specific frame. But if this is actually necessary, that you can use the following construction
float RunTk(float frame, value) {
if(frame == value) {
execute(“tk”);
}
}
hok:
Your code is not hscript is it? Where would it go?
What I'm trying to do is make tk run automatically without typing it. I need to make Houdini interactive. While Houdini is playing, and when it reaches a certain frame, or when a trigger CHOP fires, or a channel reaches a certain value, a tk window pops up. I do something in the tk window to manipulate objects in Houdini, then tk closes. I've got tk working, but I don't know how or where to execute the command to start it.
Any ideas/suggestions?
Thanks,
Christine
Technical Discussion » Motion Blur
- chrsmith
- 23 posts
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Brownies
Hello everyone,
I got a bug, with wings, that I've model and I want to make it fly. But I also want the wings to blur when it flies. How would I do this?
I got the fly in one geometry, the wings attached to the body and the shell. I've tried going into the bug geometry's parameter…under motion blur I gave it Velocity Atrribute Blur…but entire fly becomes blurry when it moves. How would I only make the wings blur?
You can separate the wings into another object and have the blur only on the wings object.
Christine
Technical Discussion » How to run hscript commands without textport
- chrsmith
- 23 posts
- Offline
Hi,
I can't seem to figure out how to run a command without using the textport. I'd like to be able to run “tk” at a certain point during playback, like if $F> 100 then run “hscript tk”. Can this be done in an expression CHOP? How do people generally use hscript while Houdini is running?
Thanks for your help,
Christine Smith
Northrop Grumman
Engineering Visualization Resource
I can't seem to figure out how to run a command without using the textport. I'd like to be able to run “tk” at a certain point during playback, like if $F> 100 then run “hscript tk”. Can this be done in an expression CHOP? How do people generally use hscript while Houdini is running?
Thanks for your help,
Christine Smith
Northrop Grumman
Engineering Visualization Resource
Technical Discussion » Applying motion capture to my character
- chrsmith
- 23 posts
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Technical Discussion » Applying motion capture to my character
- chrsmith
- 23 posts
- Offline
Hi,
I'm using Houdini 6.5.102. boneconvert gives me messages saying that it only partially converted the bones. The character still looks the same (freakish) when its done. kinconvert locks up houdini for hours. Using the -w option alone, the character looks good and moves properly but has no bones for boneconvert or kinconvert.
Thanks guys!
Christine
I'm using Houdini 6.5.102. boneconvert gives me messages saying that it only partially converted the bones. The character still looks the same (freakish) when its done. kinconvert locks up houdini for hours. Using the -w option alone, the character looks good and moves properly but has no bones for boneconvert or kinconvert.
Thanks guys!
Christine
Technical Discussion » Applying motion capture to my character
- chrsmith
- 23 posts
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Hi twod:
>You'll need to apply this bone hiearchy to your character, as your rigged character will likely not match.
I tried -f and -i and they result in a very freakish character. Only -w alone gives me a proper character. But there are no bones as with -f. Only objects with rotations and translations. My character needs to be smoothly deformed, so he definitely can't be set up in a bunch of different objects.
I'm still unsure of what to do. Let's say I went ahead with the freakish character setup. Do I then re-rig my character so that it has the exact number of bones and parents as with -f, move the bones around so that they look like a real skeleton, then bind the bones to my character using capture regions?
Thanks for your reply!!
Christine
>You'll need to apply this bone hiearchy to your character, as your rigged character will likely not match.
I tried -f and -i and they result in a very freakish character. Only -w alone gives me a proper character. But there are no bones as with -f. Only objects with rotations and translations. My character needs to be smoothly deformed, so he definitely can't be set up in a bunch of different objects.
I'm still unsure of what to do. Let's say I went ahead with the freakish character setup. Do I then re-rig my character so that it has the exact number of bones and parents as with -f, move the bones around so that they look like a real skeleton, then bind the bones to my character using capture regions?
Thanks for your reply!!
Christine
Technical Discussion » Applying motion capture to my character
- chrsmith
- 23 posts
- Offline
Hi everyone,
I've gotten motion capture data into Houdini using mcbiovision. It created a stick figure that appears to be working using rotations and parenting.
I have a character rigged with Inverse Kinimatics. How do I bind the motion capture data to my character? It seems that there should be some way to do this, or else motion capture in houdini is useless for kinematic character setups. Has anyone been able to accomplish this?
Thanks,
Christine Smith
Northrop Grumman
Engineering Visualization Resource
I've gotten motion capture data into Houdini using mcbiovision. It created a stick figure that appears to be working using rotations and parenting.
I have a character rigged with Inverse Kinimatics. How do I bind the motion capture data to my character? It seems that there should be some way to do this, or else motion capture in houdini is useless for kinematic character setups. Has anyone been able to accomplish this?
Thanks,
Christine Smith
Northrop Grumman
Engineering Visualization Resource
Technical Discussion » NOTHING working properly in Apprentice 7
- chrsmith
- 23 posts
- Offline
Technical Discussion » NOTHING working properly in Apprentice 7
- chrsmith
- 23 posts
- Offline
Hi everyone,
I installed Houdini Master 7 (Apprentice) and all models are coming out as boxes or squares with an arrow on top. Torus, sphere, grid, circle, etc. all show this model. When I try to create a curve, it uses my points and makes a bounding box of them with this box and arrow model. The merge SOP also just creates a bounding box with an arrow.
Is there something I'm supposed to set up to have it work properly?
Thanks!
Christine
I installed Houdini Master 7 (Apprentice) and all models are coming out as boxes or squares with an arrow on top. Torus, sphere, grid, circle, etc. all show this model. When I try to create a curve, it uses my points and makes a bounding box of them with this box and arrow model. The merge SOP also just creates a bounding box with an arrow.
Is there something I'm supposed to set up to have it work properly?
Thanks!
Christine
Technical Discussion » How to make clouds for global earth
- chrsmith
- 23 posts
- Offline
Hi everyone,
I'm looking for suggestions on how to go about creating clouds for earth to be viewed from space. My first attempt is to use VOPs to create a surface shader. I've tried that with the clouds VOP, which creates clouds on a local scale. I.E. simple clouds. I need huge weather systems MADE of simple clouds, with swirls and the like. Any ideas? Are there any other approaches (non-VOPs) that would be better?
Christine
I'm looking for suggestions on how to go about creating clouds for earth to be viewed from space. My first attempt is to use VOPs to create a surface shader. I've tried that with the clouds VOP, which creates clouds on a local scale. I.E. simple clouds. I need huge weather systems MADE of simple clouds, with swirls and the like. Any ideas? Are there any other approaches (non-VOPs) that would be better?
Christine
Technical Discussion » Getting uvs into shader vops
- chrsmith
- 23 posts
- Offline
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