Hi!
I am trying to setup python autocomplete in sublime on Linux.I am using latest production build 19.5.368
So i follow this Guide here... [topic.alibabacloud.com]
Paths seem different on linux and python 3.9. but tried to add the matching folders at the "python_package_paths" in the Jedi settings.
I thought i was doing something wrong after many fails but it seems that i don`t.
Cause it worked on Windows with the same "moves". I just installed Jediautocomplete and the added the interpreter and the paths
Tried "hython" ,"hython3.9" ,and "hython-bin" but nothing works in linux.
Any suggestions?
Thanks in advance!
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Technical Discussion » Sublime text Python autocomplete.
- nisgia7
- 16 posts
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Solaris and Karma » Problems with large cache Geo (Flip Sim)
- nisgia7
- 16 posts
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So it seems it was my misconception that the 1 to-4kb generated usd files that where referencing the bgeo cache would do the trick.
It has to be a .usdc cache with the actual data in it. Of course it worked inside solaris cause it was a live sop import.
I am caching this way right now and of course i get the .usdc slowly consuming any free disk space the disk had and a single "final shot" usd.
I feel silly!
Thanks for the info!
It has to be a .usdc cache with the actual data in it. Of course it worked inside solaris cause it was a live sop import.
I am caching this way right now and of course i get the .usdc slowly consuming any free disk space the disk had and a single "final shot" usd.
I feel silly!
Thanks for the info!
Solaris and Karma » Problems with large cache Geo (Flip Sim)
- nisgia7
- 16 posts
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So...after watching any info i could find on solaris masterclasses and in forums i am stuck.
it seems no matter what i do i can`t have a single final.usd file that contains my scene.i have animated trees with variants working as expected but when i try to import my fuid sim mesh Geo there is no way to get it work.
I use a SOPimport node that grabs the file cache of the sim surface.It imports the animated geo when working in solaris but when i use a usdROp at the end of my network to wrap it on a final Scene file that contains everything i am forced to use the "Flush data after each frame" cause it`s too large to fit on memory.
So i dont get a single "final.usd" file but a per frame "final.$F.usd" files.
If i start a new scene to get the whole Shot with a single import it gives a warning to load the file sequence with the Geometry sequence node.Despite the warning it seems to work ok but as the docs suggest it creates a layer per frame which is not advisable.
Geometry sequence on the other hand brings in the hierarchy of the scene but everything is with the override symbol in the scene graph view and no geometry at all.
Tried exporting only the cached sim surface with the usd export Sop but when i import it it seems its loading all Frames at memory.i Have 128GB+80 swap and it crashes!
No matter what i tried (sops USD export,single file per frame frame final usd,Stitching,creating a single file just for testing with 10 frames p.e so it can fit in memory) nothing works.Even tried using an initial frame of the sim referenced and the connect to geometry sequence lop (cause that way i could get the geo.)
I`ve seen a similar post that had the same struggles and he pretty much wanted the same thing.A final "Shot "file containing references to the Big caches.
The other animated assets of the scene doesn`t seem to have a time dependent icon on them and if plug a usd export and Render current frame only i get them animated in a single file.
Thanks in advance.
it seems no matter what i do i can`t have a single final.usd file that contains my scene.i have animated trees with variants working as expected but when i try to import my fuid sim mesh Geo there is no way to get it work.
I use a SOPimport node that grabs the file cache of the sim surface.It imports the animated geo when working in solaris but when i use a usdROp at the end of my network to wrap it on a final Scene file that contains everything i am forced to use the "Flush data after each frame" cause it`s too large to fit on memory.
So i dont get a single "final.usd" file but a per frame "final.$F.usd" files.
If i start a new scene to get the whole Shot with a single import it gives a warning to load the file sequence with the Geometry sequence node.Despite the warning it seems to work ok but as the docs suggest it creates a layer per frame which is not advisable.
Geometry sequence on the other hand brings in the hierarchy of the scene but everything is with the override symbol in the scene graph view and no geometry at all.
Tried exporting only the cached sim surface with the usd export Sop but when i import it it seems its loading all Frames at memory.i Have 128GB+80 swap and it crashes!
No matter what i tried (sops USD export,single file per frame frame final usd,Stitching,creating a single file just for testing with 10 frames p.e so it can fit in memory) nothing works.Even tried using an initial frame of the sim referenced and the connect to geometry sequence lop (cause that way i could get the geo.)
I`ve seen a similar post that had the same struggles and he pretty much wanted the same thing.A final "Shot "file containing references to the Big caches.
The other animated assets of the scene doesn`t seem to have a time dependent icon on them and if plug a usd export and Render current frame only i get them animated in a single file.
Thanks in advance.
Edited by nisgia7 - May 2, 2022 12:37:25
PDG/TOPs » Wedges as usd variants with animation.
- nisgia7
- 16 posts
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Same person here just saw I had logged in with google on op.
If anyone`s interested I found a solution.
So, I just found that I had to use: contextoption("ITERATION") instead of `@ITERATION` in the filename and it works !
Now is there a way to access pdg work items(like pdginput but with frames too)instead of reading generated files on disk?
An even better option would be to only generate the usdc geometries and the final usda only.
Given that ram capacity is sufficient.
Without the need for all these intermediate geometry.
I mean all those writes are taking away valuable lifespan of the ssd.
Now the only way I found for pdginput to work is to write geo to disk.
Thanks in advance!
If anyone`s interested I found a solution.
So, I just found that I had to use: contextoption("ITERATION") instead of `@ITERATION` in the filename and it works !
Now is there a way to access pdg work items(like pdginput but with frames too)instead of reading generated files on disk?
An even better option would be to only generate the usdc geometries and the final usda only.
Given that ram capacity is sufficient.
Without the need for all these intermediate geometry.
I mean all those writes are taking away valuable lifespan of the ssd.
Now the only way I found for pdginput to work is to write geo to disk.
Thanks in advance!
Solaris and Karma » Stage Manager Materials
- nisgia7
- 16 posts
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Thanks for the reply.
I couldn`t find any tutorial on a proper way to use inherits and specializes.
I figured out the inherit part, but not the specializes. That`s why I post a hip file to make it easier for anyone that can point out the correct usage.
Also I tried to add the * at the end to change all primitives underneath the "grp" transform but that doesn`t seem to work.
So my new question is what if I want to replace every item in a collection that gets instanced with an updated material?
Do I have to create many single (reference)inherit nodes?
I also tried to set the grp as a destination prim but the children prims(cone cube sphere)didn`t inherit the referenced prim.
In another scene I got some assets created with pdg and every asset got a reference to the same set of materials.
P.E.
I got TreeAsset1-TreeAsset2 and so on. From what i understand there shouldn`t be a problem as each asset references the same material but with no additional memory cost, right?
Thanks again!
I couldn`t find any tutorial on a proper way to use inherits and specializes.
I figured out the inherit part, but not the specializes. That`s why I post a hip file to make it easier for anyone that can point out the correct usage.
Also I tried to add the * at the end to change all primitives underneath the "grp" transform but that doesn`t seem to work.
So my new question is what if I want to replace every item in a collection that gets instanced with an updated material?
Do I have to create many single (reference)inherit nodes?
I also tried to set the grp as a destination prim but the children prims(cone cube sphere)didn`t inherit the referenced prim.
In another scene I got some assets created with pdg and every asset got a reference to the same set of materials.
P.E.
I got TreeAsset1-TreeAsset2 and so on. From what i understand there shouldn`t be a problem as each asset references the same material but with no additional memory cost, right?
Thanks again!
Solaris and Karma » Stage Manager Materials
- nisgia7
- 16 posts
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So... I have already figured out that in order to get the imported usd to show up with materials when importing with stage manager they can`t be at the root level of the usd asset but instead they have to be "parented" to a main node.So that eliminates the possibility off all materials of the scene to be at a /materials base folder when importing with stage manager.
I mean with the file lop it get`s imported with the /materials while in stage import i only get the geometry top level node without the materials.
Is that how it is supposed to work?It`s a bit irritating to have to re-export the usd with the materials underneath it.
Thanks in advance.
I mean with the file lop it get`s imported with the /materials while in stage import i only get the geometry top level node without the materials.
Is that how it is supposed to work?It`s a bit irritating to have to re-export the usd with the materials underneath it.
Thanks in advance.
Edited by nisgia7 - June 21, 2021 09:02:49
Technical Discussion » Kinefx character import capture pose transforms is zero
- nisgia7
- 16 posts
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I am trying to transfer animation into a rigged hda.
One problem is that i have got subnets into my hda for different body parts like L_leg R_leg.
Tried renaming the name attribute to the right path but without luck. After a bit of searching i managed to transfer the spine which is not inside a subnet but a child of the rig hda.Can`t transfer to the limbs(subnets inside the main hda rig).
What i found is that sometimes i get the correct transforms for points imported with the scene character import and sometimes i don`t.
So when i extract my subnets(not preferred) so all my bones live at the same level inside the rig i get zero transforms at the capture pose.
Of course i stash inputs after a successful import but can`t really understand the inconsistencies of the character import.
you can notice that all bones are at origin.
One problem is that i have got subnets into my hda for different body parts like L_leg R_leg.
Tried renaming the name attribute to the right path but without luck. After a bit of searching i managed to transfer the spine which is not inside a subnet but a child of the rig hda.Can`t transfer to the limbs(subnets inside the main hda rig).
What i found is that sometimes i get the correct transforms for points imported with the scene character import and sometimes i don`t.
So when i extract my subnets(not preferred) so all my bones live at the same level inside the rig i get zero transforms at the capture pose.
Of course i stash inputs after a successful import but can`t really understand the inconsistencies of the character import.
you can notice that all bones are at origin.
Edited by nisgia7 - Nov. 25, 2020 12:04:33
Technical Discussion » KIne fx to rigged hda?
- nisgia7
- 16 posts
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I knew the bake animation was transferring back to bones and not to the actual hda parameters.
Didn`t knew i could remap to ctrl nulls that of course had to be imported too at the character import stage.
That was absolutely awesome,!!!
It makes sense and you can transfer no matter what the complexity of the rig to the right parms!
I had lost hope but now it`s back!
Congratulations for an excellent release, really really thank you!
Didn`t knew i could remap to ctrl nulls that of course had to be imported too at the character import stage.
That was absolutely awesome,!!!
It makes sense and you can transfer no matter what the complexity of the rig to the right parms!
I had lost hope but now it`s back!
Congratulations for an excellent release, really really thank you!
Technical Discussion » KIne fx to rigged hda?
- nisgia7
- 16 posts
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Technical Discussion » Is it possible to Baking instances and export them ?
- nisgia7
- 16 posts
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What are you trying to achieve?
I am not sure if getting a crowded network view with a duplicate of a geometry node with it`s keyframed values is what you are after. You wanna be able to tweak the animation of each object individually?
Houdini`s power is that there is really no need for that.
If you want to be more specific of what the end goal is then maybe i could help you find the houdini way of doing it.
I am not sure if getting a crowded network view with a duplicate of a geometry node with it`s keyframed values is what you are after. You wanna be able to tweak the animation of each object individually?
Houdini`s power is that there is really no need for that.
If you want to be more specific of what the end goal is then maybe i could help you find the houdini way of doing it.
Technical Discussion » KIne fx to rigged hda?
- nisgia7
- 16 posts
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So after diving at the “export scene character” hda i found that the animation baking happens with the “bake transforms node” in the “ropnet1”. I think the problem is that the exported upper level hda parameters don`t follow the classic parameter names like “ty rx ry” but more like “spinetranslate3x spinerotate3x spinerotate3y”cause you get all the transforms parameters from all bones inside it.
So…
Do they find the right parameters to transfer to?
So…
Do they find the right parameters to transfer to?
Technical Discussion » KIne fx to rigged hda?
- nisgia7
- 16 posts
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So here is an example with the basic male rig.Baking keys doesn`t transfer the animation to the hda,live transform export works.this rig also has nested geometry.
Technical Discussion » KIne fx to rigged hda?
- nisgia7
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Thanks Guillaume!
Yes i do have embedded geometries in my hda.I get a crash when i bake animation,well not exactly application doesn`t crash but i get a message to send the error report to sidefx as if houdini crashed but it continues to work after i send the report.Live Export mode does work but the eyes don`t follow the head(they are constrained to the head bone)and even if i parent them they don`t follow.Can`t seem to be able to disable the constraints created by scene character export too.
Yes i do have embedded geometries in my hda.I get a crash when i bake animation,well not exactly application doesn`t crash but i get a message to send the error report to sidefx as if houdini crashed but it continues to work after i send the report.Live Export mode does work but the eyes don`t follow the head(they are constrained to the head bone)and even if i parent them they don`t follow.Can`t seem to be able to disable the constraints created by scene character export too.
Technical Discussion » KIne fx to rigged hda?
- nisgia7
- 16 posts
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Hello everyone.
I would like to transfer my retargeted animation back to my rigged character(HDA).It seems that the scene character export sop transfers the animation inside the hda`s bones. For an hda all parameters have to be promoted to the top level hda node. So the parameters on the hda are left blank and you get no animation. Do i miss something?I want to transfer it back to my rigged hda cause there are muscles plus other cfx that have to be calculated.
thanks in advance!
I would like to transfer my retargeted animation back to my rigged character(HDA).It seems that the scene character export sop transfers the animation inside the hda`s bones. For an hda all parameters have to be promoted to the top level hda node. So the parameters on the hda are left blank and you get no animation. Do i miss something?I want to transfer it back to my rigged hda cause there are muscles plus other cfx that have to be calculated.
thanks in advance!
3rd Party » Renderman 23.2 and Ubuntu 19
- nisgia7
- 16 posts
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So is there at least any person using another distro that had success or rendering in linux is not achievable?at least at the current state of renderman.
3rd Party » Renderman 23.2 and Ubuntu 19
- nisgia7
- 16 posts
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Edit: So I got it to install, and configured in Houdini.env like it wants too, and the RM License App says my license is valid, but, I get a stupid error when I try to render in Houdini: . Ugh! This is so freakin difficult on Linux.
Hey Daryl,
i am in the same boat.I managed to install renderman ncr on Xubuntu after many tries.I had to compile the libssl cause even copying the files didn`t work.Now what about the error inside houdini.It seems to be set up correctly.All menus are there but i get this error.Searched the net and could not find any awnswers or any hint where t solve it.
So did you solve it?
Rfh: Could not initialize RenderMan
Hey Daryl,
i am in the same boat.I managed to install renderman ncr on Xubuntu after many tries.I had to compile the libssl cause even copying the files didn`t work.Now what about the error inside houdini.It seems to be set up correctly.All menus are there but i get this error.Searched the net and could not find any awnswers or any hint where t solve it.
So did you solve it?
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