Greetings wizards!
I've been searching for a way to animate a Metahuman in Houdini with controls, but I can't seem to figure out how to do that. Can anyone point me in the right direction on getting controls for a metahuman rig in Houdini?
Found 21 posts.
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Rigging » Metahuman to Houdini
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- frescalus
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Houdini Lounge » Houdini Color Schemes
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- frescalus
- 21 posts
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Has anyone figured out how to add items to the Background Color Schemes in the Display Settings so we can make different files?
Edited by frescalus - Dec. 9, 2024 14:09:03
Technical Discussion » Viewport Color Editor not loading
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- frescalus
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alexwheezyYeah, I know that...I'm talking about adding a new scheme to the list. I'm hoping someone from sidefx can say how to add to the list.
This scheme can be found in the configuration files:$HFS/houdini/config/3DSceneColors.dg
Technical Discussion » Viewport Color Editor not loading
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- frescalus
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alexwheezy
__import__('houdinihelp').load_example("/examples/python_panels/viewportcoloreditor.pypanel")
Thank you, and I do see that and it lets me add items there, hopefully a dev could respond on how to get it in the Display Options list on the background tab. I've been searching files, but I can't seem to find anything that relates to that.
The documents show a module hou.viewportColorSchemes, so I'm curious where this lives.
Edited by frescalus - Dec. 9, 2024 08:54:52
Technical Discussion » Viewport Color Editor not loading
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- frescalus
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The other thing that's odd is that it doesn't list all of the items in the drop down that are in the Display Options.
Technical Discussion » Viewport Color Editor not loading
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- frescalus
- 21 posts
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alexwheezy
__import__('houdinihelp').load_example("/examples/python_panels/viewportcoloreditor.pypanel")
Odd, nothing is popping up in the shell when I hit apply.
I did, however, get it to work in the panel so I think I'm good...just odd that I can't get a separate window to pop up.
Thanks for the help!
Technical Discussion » Viewport Color Editor not loading
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- frescalus
- 21 posts
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alexwheezy
Hi,
1) A workaround for this could be to use a module that loads examples from the help.__import__('houdinihelp').load_example("/examples/python_panels/viewportcoloreditor.pypanel")
2) I've thought about this too but there doesn't seem to be a way to add new colour schemes.
Hi Alex,
I can't seem to use that command. I've tried it in the Python Shell and the Python Source Editor, nothing happens.
Technical Discussion » Viewport Color Editor not loading
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- frescalus
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Greetings wizards!
Two things I'd like to bring up:
1) The Viewport Color Editor doesn't seem to want to load from the help files. How can this be fixed/loaded?
2) Is there a way I can add a new preset to the Color Scheme list when going to Display Options --> Background so I don't have to overwrite the default schemes?
Two things I'd like to bring up:
1) The Viewport Color Editor doesn't seem to want to load from the help files. How can this be fixed/loaded?
2) Is there a way I can add a new preset to the Color Scheme list when going to Display Options --> Background so I don't have to overwrite the default schemes?
Edited by frescalus - Dec. 6, 2024 12:43:30
Technical Discussion » Inherit Velocity RBD Packed Object
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- frescalus
- 21 posts
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Hello everyone… I have a problem with an RBD packed object inheriting velocity. In the file, I have the attribute active being set by another object, but the velocity doesn't kick in at all.
The velocity works if I remove the point wrangle setting active to 0 and remove the sop solver.
If I try a pop vop or a geo vop, there's some weird velocity behavior that happens.
If I tick on override attribute, the velocity takes off big time and doesn't appear that gravity takes hold.
All I'm looking for is initial velocity once the pieces become active.
I saw a few threads on the side fx forums and this forum, but nothing I saw seems to be working.
EDIT: I noticed in the spreadsheet inside dops that the velocity is resetting to 0 when it's not active, just totally wiping out what I already had. Is that supposed to happen?
The velocity works if I remove the point wrangle setting active to 0 and remove the sop solver.
If I try a pop vop or a geo vop, there's some weird velocity behavior that happens.
If I tick on override attribute, the velocity takes off big time and doesn't appear that gravity takes hold.
All I'm looking for is initial velocity once the pieces become active.
I saw a few threads on the side fx forums and this forum, but nothing I saw seems to be working.
EDIT: I noticed in the spreadsheet inside dops that the velocity is resetting to 0 when it's not active, just totally wiping out what I already had. Is that supposed to happen?
Edited by frescalus - Sept. 17, 2017 23:33:05
Houdini Indie and Apprentice » highly viscous flip fluids "sticky" by default?
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- frescalus
- 21 posts
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So I updated the file and created this video:
https://vimeo.com/100476877 [vimeo.com]
the right has Jeff's setup included, the left does not.
Thoughts?
https://vimeo.com/100476877 [vimeo.com]
the right has Jeff's setup included, the left does not.
Thoughts?
Houdini Lounge » Sidefx at siggraph
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- frescalus
- 21 posts
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Houdini Indie and Apprentice » highly viscous flip fluids "sticky" by default?
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- frescalus
- 21 posts
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I know I'm a little late in the discussion but I have an example scene (had to zip it up because it was too big)
But I feel like I'm on the right track, just missing something but can't put my finger on it.
The aim is to be able to use this with viscous fluids, ie, honey, as I have a modeled dipper I want to have the honey rolling off of. I'm trying to get some massive stickiness into it. Do I need to map this to the stickvelocity rather than collisionvel?
Any improvements to this?
But I feel like I'm on the right track, just missing something but can't put my finger on it.
The aim is to be able to use this with viscous fluids, ie, honey, as I have a modeled dipper I want to have the honey rolling off of. I'm trying to get some massive stickiness into it. Do I need to map this to the stickvelocity rather than collisionvel?
Any improvements to this?
Houdini Lounge » FLIP scaling
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- frescalus
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Hello everyone…
I am playing around with the scaling of flip fluids, tried to make a couple of tests, posted in the houdini fx facebook page and trying to understand it so I can achieve what I want..
https://vimeo.com/97012155 [vimeo.com]
https://vimeo.com/97016252 [vimeo.com]
So what I really need to do is make a 200 foot waterfall. If I scale it correctly then of course it should react correctly, but I want to have my objects manageable.
https://vimeo.com/95223915 [vimeo.com]
I could change the units in preferences…that's always an option
How can I get this to sim and react like a 200 foot waterfall without having to scale the objects up?
I am playing around with the scaling of flip fluids, tried to make a couple of tests, posted in the houdini fx facebook page and trying to understand it so I can achieve what I want..
https://vimeo.com/97012155 [vimeo.com]
https://vimeo.com/97016252 [vimeo.com]
So what I really need to do is make a 200 foot waterfall. If I scale it correctly then of course it should react correctly, but I want to have my objects manageable.
https://vimeo.com/95223915 [vimeo.com]
I could change the units in preferences…that's always an option
How can I get this to sim and react like a 200 foot waterfall without having to scale the objects up?
Houdini Lounge » DEM data to Houdini?
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- frescalus
- 21 posts
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I had to use mapping software at work to get maps…which didn't really do any good so I went into mudbox and modeled my own based on this pic…
http://www.americansouthwest.net/california/yosemite/tuolumne-river13_l.html [americansouthwest.net]
There is also this:
http://www.hangsim.com/3dem/ [hangsim.com]
even though it's not being published anymore it looks like it's still a viable option…
http://www.americansouthwest.net/california/yosemite/tuolumne-river13_l.html [americansouthwest.net]
There is also this:
http://www.hangsim.com/3dem/ [hangsim.com]
even though it's not being published anymore it looks like it's still a viable option…
Houdini Lounge » DEM data to Houdini?
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- frescalus
- 21 posts
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Houdini Lounge » DEM data to Houdini?
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- frescalus
- 21 posts
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I've been searching for a way to convert the maps I download, MicroDEM produces memory leaks, PullSDTS is no where to be found….
I'm trying to convert these maps to images to use to create terrain
Does anyone have any suggestions?
I'm trying to convert these maps to images to use to create terrain
Does anyone have any suggestions?
Houdini Lounge » Quadro K4000 performance
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- frescalus
- 21 posts
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For me, the lowest I got was 4.3 and the highest I got was 7.1
and this is after I downloaded the latest nvidia drivers 331.65 for quadro k4000
and this is after I downloaded the latest nvidia drivers 331.65 for quadro k4000
Houdini Lounge » Houdini 13 startup error
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- frescalus
- 21 posts
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Success…I found the culprit, Houdini starts up just fine…
the Maxwell Render plugin and RF Plugins aren't compiled yet for Houdini 13.
Thanks everyone for the help!
the Maxwell Render plugin and RF Plugins aren't compiled yet for Houdini 13.
Thanks everyone for the help!
Houdini Lounge » Quadro K4000 performance
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- frescalus
- 21 posts
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Just out of curiosity, which driver version is being used?
I have Realflow and it's found some driver versions aren't very good and cause issues with performance so I'm wondering if that's the same here if anyone has tested?
I have 320.86 right now, but I also see some are using other versions.
I got 5.2fps on mine with the same torus setup on the grid.
Can you test with other driver versions and see what happens?
I have Realflow and it's found some driver versions aren't very good and cause issues with performance so I'm wondering if that's the same here if anyone has tested?
I have 320.86 right now, but I also see some are using other versions.
I got 5.2fps on mine with the same torus setup on the grid.
Can you test with other driver versions and see what happens?
Houdini Lounge » Houdini 13 startup error
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- frescalus
- 21 posts
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well, I took off both 12.5 and 13.0 and installed 13.0 by itself and still receieve the same error.
The other thing is, both 12.5 and 13.0 are installed in different folders as well.
The only plugin I ever had installed was a Realflow plugin, but I removed before I installed the latest 12.5 and 13.0
I also did a simple test scene with pyro and it seemed to have ran just fine.
Oh wait a sec..I just found I have Maxwell Render plugin for Houdini also, let me get rid of that…
The other thing is, both 12.5 and 13.0 are installed in different folders as well.
The only plugin I ever had installed was a Realflow plugin, but I removed before I installed the latest 12.5 and 13.0
I also did a simple test scene with pyro and it seemed to have ran just fine.
Oh wait a sec..I just found I have Maxwell Render plugin for Houdini also, let me get rid of that…
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