Thanks a lot CYTE !!!
That's work...
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Technical Discussion » 'Topo Transfer' set landmarks with a wacom tablet
- dedeks2999
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Technical Discussion » 'Topo Transfer' set landmarks with a wacom tablet
- dedeks2999
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When using 'Topo Transfer' node with my wacom tablet i can't set landmarks on the source mesh...
Everything else works fine except this part of the setup...
With my mouse no problem at all ...
Did i miss something ?
Everything else works fine except this part of the setup...
With my mouse no problem at all ...
Did i miss something ?
Technical Discussion » Vex spline(): how to specify bezier curve control points?
- dedeks2999
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Houdini Lounge » Question about NURBS and Curve.
- dedeks2999
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Technical Discussion » nametopoint in expression
- dedeks2999
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Not in HScript but in Python :
geo = hou.pwd().geometry() names = geo.pointStringAttribValues("name") pt = geo.point(names.index(name)).number() return pt
Technical Discussion » Coordinates rounding?
- dedeks2999
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It's not a bug !
Found on the web (type "floating point precision error" on Google) :
"It's a problem caused when the internal representation of floating-point numbers, which uses a fixed number of binary digits to represent a decimal number. It is difficult to represent some decimal number in binary, so in many cases, it leads to small roundoff errors"
Found on the web (type "floating point precision error" on Google) :
"It's a problem caused when the internal representation of floating-point numbers, which uses a fixed number of binary digits to represent a decimal number. It is difficult to represent some decimal number in binary, so in many cases, it leads to small roundoff errors"
Technical Discussion » Create list of variables with no hardcode (VEX, Python?... )
- dedeks2999
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int i = 0;
for (i=0; i<5; i++)
{
setpointattrib(0, "my_var_" + itoa(i), @ptnum, itoa(i), "set");
}
for (i=0; i<5; i++)
{
setpointattrib(0, "my_var_" + itoa(i), @ptnum, itoa(i), "set");
}
Houdini Indie and Apprentice » Procedural mask
Technical Discussion » Linux and openCL problem
- dedeks2999
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Technical Discussion » [VEX] How to bind export matrix or matrix3 in VEX as like VOP?
Technical Discussion » Rigging - constraint compensation
- dedeks2999
- 85 posts
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You can also simply set a transform hierarchy above your object , like that for example :
obj_grp –> obj_offset –> obj
The first is constrained with a simple blend CHOP node
The second act like your transform chop node
and the last … well
obj_grp –> obj_offset –> obj
The first is constrained with a simple blend CHOP node
The second act like your transform chop node
and the last … well
Houdini Indie and Apprentice » Blending between 3 (or more sources)
- dedeks2999
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Blending 2 values is relatively simple a+b=1 so b=1-a ( 1 solution possible)
With 3 values , ok at a=1 you want b and c values equals 0 , but what about a =0.5
You have multiples solutions b=0.25 and c=0.25 or b=0.35 and c=0.15 and so on..
You have the same issue in the skinning process with normalized weight (sum to 1), when you smooth or substract values from a bone ,where the remaining weight go ???
With 3 values , ok at a=1 you want b and c values equals 0 , but what about a =0.5
You have multiples solutions b=0.25 and c=0.25 or b=0.35 and c=0.15 and so on..
You have the same issue in the skinning process with normalized weight (sum to 1), when you smooth or substract values from a bone ,where the remaining weight go ???
Technical Discussion » Stupid snap to Null problem
- dedeks2999
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I think that null objects are displayed in the viewport with opengl acceleration (something like that) to speed up the performances so snapping doesn't work
A little trick is to create a dummy object , a geometry node with a an add node inside it (1 pt at 0,0,0) and simply parent the point to your target , you have a few more steps but until sesi do the job , it works well.
Unparent and reparent for multiples snapping operations.
A little trick is to create a dummy object , a geometry node with a an add node inside it (1 pt at 0,0,0) and simply parent the point to your target , you have a few more steps but until sesi do the job , it works well.
Unparent and reparent for multiples snapping operations.
Technical Discussion » Dynamic parents for rigs
- dedeks2999
- 85 posts
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Look at the Sidefx video on constraints , there an example of a similar setup :
https://vimeo.com/228240275 [vimeo.com]
https://vimeo.com/228240275 [vimeo.com]
Edited by dedeks2999 - March 17, 2018 08:31:19
Houdini Lounge » Fedora 26 install problem
- dedeks2999
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try launching Houdini from your terminal
something like :
1 - cd $HFS( houdini install directory , something like “/opt/hfs16.5.323/”)
2 - source houdini_setup
3 - houdini
and post the result output
something like :
1 - cd $HFS( houdini install directory , something like “/opt/hfs16.5.323/”)
2 - source houdini_setup
3 - houdini
and post the result output
SI Users » Viewport selection of obscured object
- dedeks2999
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In your Houdini preferences , “Objects and Geometry”, check 'Popup menu selection.
I think you need to restart the hou so …
In the viewport , do a simple click on the mess and a popup menu appear.
I think you need to restart the hou so …
In the viewport , do a simple click on the mess and a popup menu appear.
Technical Discussion » Info on keyframe magic?
- dedeks2999
- 85 posts
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Technical Discussion » Dynamic parm maxValue
- dedeks2999
- 85 posts
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Technical Discussion » Paint lenght just on the visible surface ?
- dedeks2999
- 85 posts
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Or ,in the “group” parameter , click the little arrow at the right, make your primitives selection press Enter key
and now you only paint on your selection (It act as a mask)
and now you only paint on your selection (It act as a mask)
Technical Discussion » Paint lenght just on the visible surface ?
- dedeks2999
- 85 posts
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Create a primitive group , pass it to the visibility node et voila !
http://www.sidefx.com/docs/houdini/nodes/sop/visibility.html [www.sidefx.com]
http://www.sidefx.com/docs/houdini/nodes/sop/visibility.html [www.sidefx.com]
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