Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in H20.5
      • Overview
      • VFX
      • Copernicus
      • Animation
      • Rigging
      • Lookdev
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • PDG
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • Karma Renderer
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
    • Synthetic Data for AI/ML
  • Community
    • Forum
    • News Feed
      • Overview
      • Project Profiles
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • Event Calendar
    • User Groups
    • Artist Directory
  • Learn
    • Tutorials
      • Overview
      • My Learning
      • Learning Paths
      • Tutorial Library
    • Content Library
    • Tech Demos
    • Talks & Webinars
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
      • List of Schools
      • Resources
  • Support
    • Customer Support
    • Help Desk | FAQ
    • System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Try | Buy
    • Try
    • Buy
    • Download
    • Contact Info
 
Advanced Search
Forums Search
Found 11 posts.

Search results Show results as topic list.

Technical Discussion » How to get absolute path of skeleton chain nodes? HDK c++

User Avatar
horak
11 posts
Offline
 May 31, 2016 13:46:11
one of solution I have is to use:

....
const GU_Detail* gdp = gd_lock.getGdp();
....
GA_ROHandleS  CSR_h(gdp,GA_ATTRIB_GLOBAL,GEO_STD_ATTRIB_CAPT_SKELROOT);
std::cout << " "   << CSR_h.get(0) << "\n";
....

to get path of GEO_STD_ATTRIB_CAPT_SKELROOT “pCaptSkelRoot”

and add that to my path
See full post 

Technical Discussion » How to get absolute path of skeleton chain nodes? HDK c++

User Avatar
horak
11 posts
Offline
 May 31, 2016 08:15:52
this is what I have
void accessGeometry(OBJ_Node* obj_node, fpreal cook_time){
.....
	OP_Context context(cook_time);
	SOP_Node* sop_node = obj_node->getDisplaySopPtr();
	GU_DetailHandle gd_handle = sop_node->getCookedGeoHandle(context);
....
	GU_DetailHandleAutoReadLock gd_lock(gd_handle);
	const GU_Detail* gdp = gd_lock.getGdp();
....
	GEO_AttributeCapturePath paths(gdp);
....
	std::cout << "Path " << paths.getPath(0) << "\n";
//0 -> 1 -> n
.....
}

then I am splitting string to get name of chain and then I need to add path of root obj manually
like “/obj/” + name, and what if I have subnetwork or net in net.
and then I was planning to use:

OBJ_Node * obj_nodeBone = OPgetDirector()->findOBJNode(pathOfNode);



Is it there any possibility to have absolute path of capture node or node it self with HDK.
this paths.getPath(0) is giving me just for eg. chain_bone1/cregion regardless if it is in subnet or not. but when I am searching for I need to use absolute path that have eg. /obj/subnet/chain_bone1/cregion

thanks
Edited by horak - May 31, 2016 08:17:22
See full post 

Technical Discussion » HDK problem - error running hcustom on example file on OS X

User Avatar
horak
11 posts
Offline
 May 4, 2016 10:42:07
did you figure out

I have same problem.

I just updated Xcode to 7.3.1 it fixed all my problems
See full post 

Technical Discussion » CH_Channel what is the best way to get list of keys

User Avatar
horak
11 posts
Offline
 Jan. 12, 2016 09:57:28
Thank you. This helped me a lot.
I have in my game engine step, linear, bazier interpolation. I was using FBX before. 3D app -> fbx -> fbxTogame app -> game app . Naw I am doing 3D app -> game app. Basically fbxTogame app is naw new plugin (lib) in 3D App. In tis case Houdini that makes files that will be load to game.
See full post 

Technical Discussion » CH_Channel what is the best way to get list of keys

User Avatar
horak
11 posts
Offline
 Jan. 11, 2016 04:48:02
I am learng HDK. Trying to write plugin that will export animation to my game engine.
I would appreciate a lot if someone could show me right way to get a list of animation keys and slobs data.
Right now I have CH_Channel and I Am trying to understand how I need to go from there.
Is CH_Segment what I need to do next? Is Segment part from key to key or it is complete animation curve from start to end?

Thanks.
See full post 

Technical Discussion » exporting FBX "animation"

User Avatar
horak
11 posts
Offline
 Nov. 21, 2012 19:43:00
Possible Bug
Houdini: 12.1.125
Distribution Build: macosx_x86_64_gcc4.2_10.7.dmg

If I have animation curves on translation on XYZ and I have animation on rotation XYZ exporting is fine, but if I have animation plus on scale XYZ , exporting is wrong, he take Scale values and overwrite rotation and do not export scale animation, so on the end in fbx file you have animation for translation XYZ and rotation XYZ, but rotation have scale values.
See full post 

Technical Discussion » exporting FBX "bones"

User Avatar
horak
11 posts
Offline
 Nov. 20, 2012 12:25:11
When I export fbx from houdini, bones and animation, he will do plotting of keys and make all of them linear, before he save data to fbx.

All objects in scene that have animation are exported normal with keys that are not plotted, except bones, why ?

Can I change that (to have normal, bezier or … , key interpolation) ?
I do not need plotted animation curve, key every frame.
I am in the c++ and Py if it is needed.

Currently I am programming in objective-c and c++ using fbx SDK to export from fbx to my extension for game.

can someone help me please ….

thanks
See full post 

Technical Discussion » 20 sec shut down

User Avatar
horak
11 posts
Offline
 Jan. 26, 2012 06:26:45
file “com.sidefx.sesinetd.plist” missing this line

<key>ExitTimeOut</key>
<integer>1</integer>

it is exit time of 1 sec.

by default exit time in osx is 20 sec.

you can change this in future installation of Houdini for OSX.

for thous who wont to do this manually path for file is /Library/LaunchDaemons/com.sidefx.sesinetd.plist
and

<?xml version=“1.0” encoding=“UTF-8”?>
<!DOCTYPE plist PUBLIC “-//Apple//DTD PLIST 1.0//EN” "http://www.apple.com/DTDs/PropertyList-1.0.dtd [apple.com]“>
<plist version=”1.0">
<dict>
<key>ExitTimeOut</key>
<integer>1</integer>
<key>KeepAlive</key>
<true/>
<key>Label</key>
<string>com.sidefx.sesinetd</string>
<key>ProgramArguments</key>
<array>
<string>/Library/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/sbin/sesinetd</string>
<string>-D</string>
<string>-l</string>
<string>/Library/Logs/sesinetd.log</string>
<string>-V</string>
<string>2</string>
</array>
</dict>
</plist>


See full post 

Technical Discussion » How do I install the Houdini Ocean Toolkit to my Mac?

User Avatar
horak
11 posts
Offline
 May 24, 2011 06:45:47
export HOUDINI_PATH=“/users/name/name/hotbin_osx_H11.0.701_1.0rc9;&”

;& is importan for houdini to luck on another place for otl-s

so you can set your on folder for otl-s

1. run: Houdini Shell.terminals (to set path - env …. )
2. execute: export HOUDINI_PATH=“/users/name/name/hotbin_osx_H11.0.701_1.0rc9;&”

3. execute: houdini ( to start houdini )

and you will have ocean tools
to see if you did proper path set after starting houdini go to:
Window > Operator Type Manager > Operators > (+) Operators Type Libraries > (+) Scanned OTL Directories
on the botom of list you will si need to have your dir starting with /users/name/name/hotbin_osx_H11.0.701_1.0rc9

you do not need to have name of this dir hotbin_osx_H11.0.701_1.0rc9
it can be houdiniPlug or whatever you want, all future otl-s you can put in inside otls dir
See full post 

Technical Discussion » New H11 materials render artifacts

User Avatar
horak
11 posts
Offline
 May 24, 2011 06:30:28
I had similar problem in XSI.

with caracter animation (envelop-xsi) (skining-maya)

after one day looking in problem, I discover that I have caracter on 10000-xt, 10000-zt,
and I moved caracter to 0,0,0, xyz, and errors was gone.

problem was in precision (float val).

so I think that your problem is same if it is not scale or position of your caracter than
is in material, look for values that can decrease precision of calculation.
See full post 

Technical Discussion » 20 sec shut down

User Avatar
horak
11 posts
Offline
 April 30, 2011 12:59:50
I have issue, when I start lic.
sudo launchctl load /Library/LaunchDaemons/com.sidefx.sesinetd.plist
it start immediately.
when I stop lic.
sudo launchctl unload /Library/LaunchDaemons/com.sidefx.sesinetd.plist
it need 20 sec to stop.
——————————————————————————————————–
Apr 30 18:43:48 **** /Library/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/sbin/sesinetd: sesinetd (820): Caught signal 15 and exiting

Apr 30 18:44:08 **** com.apple.launchd (com.sidefx.sesinetd): Exit timeout elapsed (20 seconds). Killing
——————————————————————————————————–

Can someone help me with this, I wont to set stoping to 1s or 0s.
See full post 
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • Houdini Indie
LEARN
  • Talks & Webinars
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • Documentation
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Careers
  • Press
  • T-Shirt Store
  • Internships
  • Contact Info
Copyright © SideFX 2025. All Rights Reserved.

Choose language