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Technical Discussion » KineFX, motionclipblend error : "two primitives share time".
- edward
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The first primitive in a motionclip is special so it always has a time 0 which doesn't matter if it's duplicated. The error messages show duplicate values with a 0.1666... value so I'd look for that in the geometry. Trace it from the problem node inside the HDA.
Houdini Lounge » what is size of banner and avatar
- edward
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Technical Discussion » KineFX, motionclipblend error : "two primitives share time".
- edward
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Take a look at the motionclipretime1 node's primitives in the Geometry spreadsheet. Is it showing duplicate time values? I don't think motionclipretime should do that so maybe you need to a log a bug if it's doing that.
Rigging » Need some help finding bug in custom blendshape component. (Fixed))
- edward
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Did you noticed that your Edit Graph SOP had a warning? Max Rose did his video in earlier video where Houdini was less strict about the APEX Graphs. Builds 20.0.592 [www.sidefx.com] requires that all in-place ports (ie. the ports that are square instead of circular) must have an input. The easiest way to fix this is open the General Scripts folder on the Edit Graph SOP and click on "Add Missing In-Place Input Connections".
Rigging » Errrors painting skin weights (jointcapturepaint)
- edward
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arkaen
but this scene may be (and probably is) corrupted at this point so I need to retry it fresh and have to forfeit those dull hours of hard and tedious work
This is appending a NEW Joint Capture Paint on top of your old one?
Technical Discussion » H20 Viewport refresh bug..
- edward
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howiem
Work in one node for a bit, jump out and find half my scene objects stop animating correctly in the viewport* unless I hop into their node and touch something.
If there are some steps to reproduce, please log a bug. Note that there also also just a new production build so also try that one out.
Houdini Engine API » UI_EventType
- edward
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Technical Discussion » Bake to Keys???
- edward
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That's the Ctrl+G "Show Action Buttons" HUD.
PS. For anything APEX related, please use the Animation [www.sidefx.com] and/or Rigging [www.sidefx.com] forums in the future. Thanks!
PS. For anything APEX related, please use the Animation [www.sidefx.com] and/or Rigging [www.sidefx.com] forums in the future. Thanks!
Technical Discussion » H20 Viewport refresh bug..
- edward
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It's also very likely to be workflow specific. It might be specific desktop setups that trigger it for example.
Technical Discussion » Questions on `hou.putenv()`
- edward
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Rigging » Errrors painting skin weights (jointcapturepaint)
- edward
- 7695 posts
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Can you try the latest production build? If it's still reproducing there, then please log a bug with a sample hip file along with steps to reproduce using the sample hip file: https://www.sidefx.com/bugs/#/create/ [www.sidefx.com]
Houdini Indie and Apprentice » Can't open files in Houdini
- edward
- 7695 posts
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Those warnings can be safely ignored. The "Invalid source" error is the real issue. It cannot find file mentioned. Make sure the file exists at that file path.
Animation » Save animation to fbx or abc
- edward
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Here you go. I just used the Connectivity SOP to create the path attribute and then exported it as mentioned. I noticed that for some reason you have channels on the ROP's Start/End/Inc parameters which don't make sense. So I deleted those channels on it. I don't have Blender handy but it imported back into Houdini as animated separate objects (via File > Import > FBX) properly.
Animation » Save animation to fbx or abc
- edward
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Sorry, don't have Houdini handy but try adding a "path" string attribute that identifies each sphere
(like "/sphere1", "/sphere2", "/sphere3", etc.) and then export using the Filmbox FBX ROP SOP [www.sidefx.com] "Build Hierarchy from Path Attribute" option.
(like "/sphere1", "/sphere2", "/sphere3", etc.) and then export using the Filmbox FBX ROP SOP [www.sidefx.com] "Build Hierarchy from Path Attribute" option.
Rigging » How to Hijack Mocap Stream Node?
- edward
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Sorry, the Mocap Stream also has the Raw TCP option. Websockets is this whole thing on top of TCP that requires handshaking, which the Raw TCP option doesn't support (it can only receive from the device, not send to it).
I think that if you need Websockets, then it's either your own Python SOP (with Maintain State enabled) using some python websocket client to parse it. Or for speed, a C++ Mocap Stream plugin.
I think that if you need Websockets, then it's either your own Python SOP (with Maintain State enabled) using some python websocket client to parse it. Or for speed, a C++ Mocap Stream plugin.
Edited by edward - March 20, 2024 17:55:41
Rigging » How to Hijack Mocap Stream Node?
- edward
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Are you sending back data? The port that you're connecting to needs to be on UDP. There's no "protocol" here other than UDP transport.
Rigging » How to Hijack Mocap Stream Node?
- edward
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What data are you sending it? If it's some custom thing, then "Raw UDP Data" is the only option here:
(https://www.sidefx.com/docs/houdini/nodes/sop/kinefx--mocapstream.html [www.sidefx.com] )
(https://www.sidefx.com/docs/houdini/nodes/sop/kinefx--mocapstream.html [www.sidefx.com] )
Raw UDP Data
This can be useful for prototyping streaming from new devices. All it does is start a UDP server on the given port, and output the most recently received packet’s contents in the data detail attribute. This is a common protocol for mocap data, you could wire this into a python SOP to parse the data and output a skeleton.
Note that the node will likely recook slower than you are receiving the packets so this approach doesn’t work if you need to read every packet, or if there’s state to keep track of across multiple packets. To accomplish this, you can create a C++ plugin.
Houdini Learning Materials » 2D Curves Metaball
- edward
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Technical Discussion » Rigpose with wind SOP
- edward
- 7695 posts
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I can't tell how you're trying to add dynamics but maybe this tutorial might have some answers for using Vellum: https://www.youtube.com/watch?v=SanFSW1dcuY [www.youtube.com]
Technical Discussion » VDB from Polygons: non-watertight geos?
- edward
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