So I have just got indie installed and I wanted to some commandline sims to save a bit of memory.
I start Hbatch with my file, and I get an error warning that no licenses can be found…. Now I used to be able to run hbatch on a free apprentice license - has something changed or should this work and my system is playing up?
So to get round this I just rendered the ROP in an interactive session, I think to myself I'd like to see what the cache looks like, so I fire up gplay, I get the same licensing error, but yet I can open another instance of houdini indie no problems.
None of this seems correct to me, is anybody else having these problems?
Any help is massively appreciated
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Houdini Indie and Apprentice » Houdini Indie: Hbatch , gplay licensing errors
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Houdini Indie and Apprentice » Installing on openSUSE 11.2
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UPDATE:
Sorted it out. I edited the houdini.install files first line from ….BASH to ..SH. This allowed the installer to run correctly and sorted out all of the permissions.
Thought I'd post back in case anybody else stumbled across the same problem.
Cheers
Chris
Sorted it out. I edited the houdini.install files first line from ….BASH to ..SH. This allowed the installer to run correctly and sorted out all of the permissions.
Thought I'd post back in case anybody else stumbled across the same problem.
Cheers
Chris
Houdini Indie and Apprentice » Installing on openSUSE 11.2
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Hey Guys,
Just trying to install apprentice on openSUSE 11.2, but having problems when I launch the app I get a unable to find license server -ComputerName, then when I go to install my free apprentice license I get ERROR: Invalid machine name.
Can anyone shed any light on this? i mangaged to get past this part on fedora but had graphics problems so switched to SUSE. The one thing I have noticed is that on fedora a installer launched that must have sorted put all my permssions, but that won't launch on SUSE,
Any help will be much appreciated.
Cheers
Chris
Just trying to install apprentice on openSUSE 11.2, but having problems when I launch the app I get a unable to find license server -ComputerName, then when I go to install my free apprentice license I get ERROR: Invalid machine name.
Can anyone shed any light on this? i mangaged to get past this part on fedora but had graphics problems so switched to SUSE. The one thing I have noticed is that on fedora a installer launched that must have sorted put all my permssions, but that won't launch on SUSE,
Any help will be much appreciated.
Cheers
Chris
Houdini Indie and Apprentice » Errors using staticobject
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I found this problem too, the solution is to place the static object for your source AFTER the fluid solver object, I do not know why, but it works for me!!
Chris
Chris
Houdini Indie and Apprentice » Glueing Rigid Bodies to static Bodies
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I've attached a simple test scene, basically the sphere is active, the cube is inactive via the RBD Keyframe DOP, I've added a modify data DOP to the end of the tree that ‘should’ be collecting whether an impact has occurred. I have then referenced the modified value in the RBD Key.
the key RBD is doing what it's supposed to do - I can manually modify the modify data value and the body becomes active.
Cheers Guys,
Chris
the key RBD is doing what it's supposed to do - I can manually modify the modify data value and the body becomes active.
Cheers Guys,
Chris
Houdini Indie and Apprentice » Glueing Rigid Bodies to static Bodies
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Houdini Indie and Apprentice » Glueing Rigid Bodies to static Bodies
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Hey Jeff,
Thanks for taking the time out to answer in such detail, I have had a gander through your file and it makes perfect sense, seems pretty straight forward and expandable too.
I'm sure you can probably answer my next question too, I am trying to build up a procedural system to activate rigid bodies based on collision, I have been looking through the on the spot houdini book, and it says to use the..
dopnumrecords(“/obj/dopnet1”, “objectname”, “Impacts”,
“Impacts”)
in conjunction with a modify data dop set to boolean. I want to then utilise this value to key the activation in the key RBD dop through an expression. I tried feeding the above statement into the activation of the modify dop, then created a new data thingy, with a name then set to boolean, and a value of 0 to start with.
then in the key RBD dop, I have the following expression in the active box…
if (ch(“../modifydata1/valvalue0”) > 0, 1,0)
but it doesn't seem to work!!
Any help would be appreciated
Chris
Thanks for taking the time out to answer in such detail, I have had a gander through your file and it makes perfect sense, seems pretty straight forward and expandable too.
I'm sure you can probably answer my next question too, I am trying to build up a procedural system to activate rigid bodies based on collision, I have been looking through the on the spot houdini book, and it says to use the..
dopnumrecords(“/obj/dopnet1”, “objectname”, “Impacts”,
“Impacts”)
in conjunction with a modify data dop set to boolean. I want to then utilise this value to key the activation in the key RBD dop through an expression. I tried feeding the above statement into the activation of the modify dop, then created a new data thingy, with a name then set to boolean, and a value of 0 to start with.
then in the key RBD dop, I have the following expression in the active box…
if (ch(“../modifydata1/valvalue0”) > 0, 1,0)
but it doesn't seem to work!!
Any help would be appreciated
Chris
Houdini Indie and Apprentice » Glueing Rigid Bodies to static Bodies
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Is it possible to do this?
At the moment, I have a column that a wing is crashing through, the problem is that the as soon as the wing hits the column it bows in the middle, what I'd like to do is to glue the base and the top of the column to some static objects.
I noticed in the RB glue object there is a generic glue tab alongside the internal glue, which asks for an object, how should objects be referenced in this tab? I have tried and failed miserably!
I know I could do this by separating the the top and base and have them as separate objects and key their activity, but I was trying to do this procedurally - I want to demo about 10 -15 columns.
Any help will be greatly appreciated
Chris
At the moment, I have a column that a wing is crashing through, the problem is that the as soon as the wing hits the column it bows in the middle, what I'd like to do is to glue the base and the top of the column to some static objects.
I noticed in the RB glue object there is a generic glue tab alongside the internal glue, which asks for an object, how should objects be referenced in this tab? I have tried and failed miserably!
I know I could do this by separating the the top and base and have them as separate objects and key their activity, but I was trying to do this procedurally - I want to demo about 10 -15 columns.
Any help will be greatly appreciated
Chris
Houdini Indie and Apprentice » Particles deforming Surfaces
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Hey Guys and Gals
I have been playing houdini for a while now, I'm just getting into the particles systems having used pflow and Ice a fair bit.
So my project is this, a procedural bullet impact system, so far I have created all of my particles systems - bullets, that collide with different objects triggering different debris based on impact material.
This is my question, How do I deform my collision geometry relative to the impact of a particle - I already have the impact positions of the collision groups, I can't figure out how I need to call this group to deform my geo - How would it be best to deform the surfaces?
Any Help would be much appreciated
Chris
I have been playing houdini for a while now, I'm just getting into the particles systems having used pflow and Ice a fair bit.
So my project is this, a procedural bullet impact system, so far I have created all of my particles systems - bullets, that collide with different objects triggering different debris based on impact material.
This is my question, How do I deform my collision geometry relative to the impact of a particle - I already have the impact positions of the collision groups, I can't figure out how I need to call this group to deform my geo - How would it be best to deform the surfaces?
Any Help would be much appreciated
Chris
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