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Houdini Indie and Apprentice » Breaking ragdoll constraints in H17.5
- oblong
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Hello - Im returning to this issue after a long break. I still cannot find any way to allow the restlength of the new constraint to update. I am creating some walking agents, and at the moment they switch to ragdoll state i want the new restlength to be saved , and fixed, so that the agents will not snap. I feel I have run out of new ideas on how to make this work.
Technical Discussion » Houdini 17 new Pyro sourcing in Sop level << - very very difficult to use!! Please provide option for older pyro source as houdini 16.5
- oblong
- 28 posts
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Im curious myself - how do we replicate the function of the fluid source sop?
One really useful feature was to input a geometry primitive like a sphere.
The fluid source would then convert this into a density , add noise, add velocity and add curlnoise - and this was ready to go for a dopnet sim. One sop solution. i cannot begin to find an elegant method to match this. There are bunch of sops like point velocity, and also pyro source, and volume source, non of which will take a sphere as a source.
One really useful feature was to input a geometry primitive like a sphere.
The fluid source would then convert this into a density , add noise, add velocity and add curlnoise - and this was ready to go for a dopnet sim. One sop solution. i cannot begin to find an elegant method to match this. There are bunch of sops like point velocity, and also pyro source, and volume source, non of which will take a sphere as a source.
Houdini Indie and Apprentice » Breaking ragdoll constraints in H17.5
- oblong
- 28 posts
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Houdini Indie and Apprentice » Breaking ragdoll constraints in H17.5
- oblong
- 28 posts
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Thanks- that is now clear. As i progress i realise crowds are not so similar to rbd.
My main task was to create procedural contraints, which i have working in my rbd version hip file.
i managed to create new poly lines with the joint name attribute on the point, and the name attribute of the outside object i am referencing. It does not carry through to outside the sopsolver.
So i tried to copy also the anchor_point and then also the primitive name attribute, which is the name of the agent to no result.
Could there be an example of how to do this via sopsolver? I have seen a demo of how to create constraints in sops prior to entering the dopnetwork, so i am missing something else again, which is probably obvious to you, but not to myself being unfamiliar with crowds.
My main task was to create procedural contraints, which i have working in my rbd version hip file.
i managed to create new poly lines with the joint name attribute on the point, and the name attribute of the outside object i am referencing. It does not carry through to outside the sopsolver.
So i tried to copy also the anchor_point and then also the primitive name attribute, which is the name of the agent to no result.
Could there be an example of how to do this via sopsolver? I have seen a demo of how to create constraints in sops prior to entering the dopnetwork, so i am missing something else again, which is probably obvious to you, but not to myself being unfamiliar with crowds.
Houdini Indie and Apprentice » Breaking ragdoll constraints in H17.5
- oblong
- 28 posts
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Hi - thanks for replying.
I am referencing this subdata, yes. I have tried several possibly ways to make a difference but nothing works.
I attach a hip file that demonstrates the issue. Its very simple
my constraints are referenced like this: in the sop solver
/obj/crowd_sim:crowdobject/ConstraintGeometry
I am referencing this subdata, yes. I have tried several possibly ways to make a difference but nothing works.
I attach a hip file that demonstrates the issue. Its very simple
my constraints are referenced like this: in the sop solver
/obj/crowd_sim:crowdobject/ConstraintGeometry
Image Not Found
Houdini Indie and Apprentice » Breaking ragdoll constraints in H17.5
- oblong
- 28 posts
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Looking at this last post - from 2015 - I am getting exact same issue now in Houdini 18.0 and wondering how i can sop solve breaking constraints. I manage to load the constraints inside my sopsolver from the Dops path, correctly. However setting groups to broken, or simply blasting the primitives away has no effect at all…. not what i expect.
I should say the crowd agents do turn to ragdoll and work fine. But why do the constraints not get deleted?
Anyone can explain why this does not work - is there a hidden trick to this for the case of crowds, over usual bullet rbd.
I should say the crowd agents do turn to ragdoll and work fine. But why do the constraints not get deleted?
Anyone can explain why this does not work - is there a hidden trick to this for the case of crowds, over usual bullet rbd.
Technical Discussion » One frame per CPU core?
- oblong
- 28 posts
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I am exploring this now myself, esp with the advent of Ryzen 7 - ,multi core machines
and id like to know of any changes - technical advice. if sesi or any users have any experience or tips with multiple frame rendering on one machine.
and id like to know of any changes - technical advice. if sesi or any users have any experience or tips with multiple frame rendering on one machine.
Technical Discussion » constraints for packed prims
- oblong
- 28 posts
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I have run up against a problem - how to make a hinge constraint for objects inside packed prims.
I know how to use all the standard glue and constraint networks and how to break them via sopsolvers etc, but I cannot find any way to set up a hinge so that two of my packed prims can hinge together nicely.
I do not want to revert to non packed DOPs, as I like all the new features and advantages Packed Prims is now providing me.
I know how to use all the standard glue and constraint networks and how to break them via sopsolvers etc, but I cannot find any way to set up a hinge so that two of my packed prims can hinge together nicely.
I do not want to revert to non packed DOPs, as I like all the new features and advantages Packed Prims is now providing me.
Technical Discussion » Visualizing Glue Stress
- oblong
- 28 posts
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either use a sopsolver - plugged into the 3rd input of a constraint Network Dop, for example - and use sops under the “relationship_geometry”
or object merge your dop glue network relationship geometry into a sop level - you cann access the geometry each frame with a path like: eg:
/obj/DopNetwork:Relationships/constraintnetwork/constraintnetwork/Geometry
- just drill down in the details tab inside your Dopnetwork to find its name.
Perhaps you can build your visualisation tools from the Glue attributes .
Good luck !
or object merge your dop glue network relationship geometry into a sop level - you cann access the geometry each frame with a path like: eg:
/obj/DopNetwork:Relationships/constraintnetwork/constraintnetwork/Geometry
- just drill down in the details tab inside your Dopnetwork to find its name.
Perhaps you can build your visualisation tools from the Glue attributes .
Good luck !
Houdini Indie and Apprentice » RBD Number of Collisions per Object
- oblong
- 28 posts
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There is an EXTREME lack of examples on the syntax for sopsolver - Im trying to loop through primitives ( the glue network) and change the constraint from spring to glue based on the constraints ‘force’ - but after spending most of this afternoon trying various ideas out I still cannot find how to do this
Houdini Lounge » Target Constraint
- oblong
- 28 posts
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I noticed the same error in the demo.
I managed to get this by cut and pasting it from a H12 hip file.
I managed to get this by cut and pasting it from a H12 hip file.
Houdini Lounge » H13 Cloth tearing
- oblong
- 28 posts
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Hi - do you have an example of using the sop solver to do this please?
I am also wondering why impact data is missing from a cloth/FEM object collision and how i can retrieve this in some other way.
Thanks
I am also wondering why impact data is missing from a cloth/FEM object collision and how i can retrieve this in some other way.
Thanks
Houdini Indie and Apprentice » procedural scene setup for multi cloth or wire objects
- oblong
- 28 posts
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I have noticed a complete absence of any demos that show how to apply ‘n’ numbers of cloths or wires to a scene and pin them to objects, have them auto detach based on impacts or such.
Ive spent the week experimenting with possible ways to do this but still have no real way forward.
Ive spent the week experimenting with possible ways to do this but still have no real way forward.
Technical Discussion » multiple cloth or wire objects into Dops
- oblong
- 28 posts
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just wanted to post a reply to myself to say i resolved this.
For the record - using a standard cloth DOP and altering some parameters effectively turns this into a DOP to create multiple cloth objects -
specifically the Object name set to eg: $OS`$OBJID-1`, the number of objects matching the number of groups you created in Sops, and then inside the cloth configure - set the Primitive Group params to the procedrual group name , again eg: piece`$OBJID-1` - and do that in all the nodes requesting this parameter.
Finite Element solver likes this now.
I have not tried this yet for wire object….
For the record - using a standard cloth DOP and altering some parameters effectively turns this into a DOP to create multiple cloth objects -
specifically the Object name set to eg: $OS`$OBJID-1`, the number of objects matching the number of groups you created in Sops, and then inside the cloth configure - set the Primitive Group params to the procedrual group name , again eg: piece`$OBJID-1` - and do that in all the nodes requesting this parameter.
Finite Element solver likes this now.
I have not tried this yet for wire object….
Technical Discussion » multiple cloth or wire objects into Dops
- oblong
- 28 posts
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Im trying to import multiple objects into DOPs using one node - like the RBDFractured object - which also allows ‘name’ attribs to be preset.
I have had some success doing this with a cloth object ( by altering the rbd fractured object dop contents to include a cloth configure and change the collider to cloth type)
Is there a better way?
( this way does not work at all with a wire object - using wire configure dop)
I have had some success doing this with a cloth object ( by altering the rbd fractured object dop contents to include a cloth configure and change the collider to cloth type)
Is there a better way?
( this way does not work at all with a wire object - using wire configure dop)
Technical Discussion » Mac OSX Mountain Lion upgrade - cant launch houdini
- oblong
- 28 posts
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So installed the 12.5.376 build for 10.8
and rebooted.
Same errors!“/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/math.so: no appropriate 64-bit architecture (see \”man python\“ for running in 32-bit mode)”
“Traceback (most recent call last):
File \”<stdin>\", line 2, in <module>
ImportError: /Library/Framework
Im now going to take the Mac BACK to 10.5 then to 10.6
and rebooted.
Same errors!“/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/math.so: no appropriate 64-bit architecture (see \”man python\“ for running in 32-bit mode)”
“Traceback (most recent call last):
File \”<stdin>\", line 2, in <module>
ImportError: /Library/Framework
Im now going to take the Mac BACK to 10.5 then to 10.6
Technical Discussion » Mac OSX Mountain Lion upgrade - cant launch houdini
- oblong
- 28 posts
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Thats a horrifying possibility. Thanks. I am actually running the 10.7 build …
so am downloading the 10.8 build now.
However - this means that none of the earlier houdinis will run on 10.8 - disastrous !!
I will check if this fixes the issue, and report back. AND then have to reinstall my mac back to Snow Leopard or 10.7 (lion ?).
Starting to regret using a Mac now …
so am downloading the 10.8 build now.
However - this means that none of the earlier houdinis will run on 10.8 - disastrous !!
I will check if this fixes the issue, and report back. AND then have to reinstall my mac back to Snow Leopard or 10.7 (lion ?).
Starting to regret using a Mac now …
Technical Discussion » Mac OSX Mountain Lion upgrade - cant launch houdini
- oblong
- 28 posts
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Hi.
I upgraded from Snow Leopard(10.6) yesterday, to Mountain Lion (10.8.3)
Now houdini will not launch. I am getting a large list of continuous errors, that seem to think my Mac is 32 bit architecture.
But its a Core 2 Duo (and also h12.5 and earlier - all worked fine on 10.6
Any ideas ? Id hate to have to revert back…
Heres some of the errors:
The Houdini 12.5.316.22 environment has been initialized.
“/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/math.so: no appropriate 64-bit architecture (see \”man python\“ for running in 32-bit mode)”
“Traceback (most recent call last):
File \”<stdin>\“, line 2, in <module>
ImportError: /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/math.so: no appropriate 64-bit architecture (see \”man python\“ for running in 32-bit mode)
”
Traceback (most recent call last):
File “<string>”, line 3, in <module>
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37401, in <module>
__finishImport()
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37319, in __finishImport
Vector2.almostEqual = __deprecated(Vector2.almostEqual)
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37254, in __deprecated
import warnings, functools
File “/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/functools.py”, line 10, in <module>
from _functools import partial, reduce
ImportError: /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/_functools.so: no appropriate 64-bit architecture (see “man python” for running in 32-bit mode)
PyClerk: Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/shopclerks/i3dclerk.py”, line 5, in <module>
import hou
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37401, in <module>
__finishImport()
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37319, in __finishImport
Vector2.almostEqual = __deprecated(Vector2.almostEqual)
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37254, in __deprecated
import warnings, functools
File “/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/functools.py”, line 10, in <module>
from _functools import partial, reduce
ImportError: /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/_functools.so: no appropriate 64-bit architecture (see “man python” for running in 32-bit mode)
I upgraded from Snow Leopard(10.6) yesterday, to Mountain Lion (10.8.3)
Now houdini will not launch. I am getting a large list of continuous errors, that seem to think my Mac is 32 bit architecture.
But its a Core 2 Duo (and also h12.5 and earlier - all worked fine on 10.6
Any ideas ? Id hate to have to revert back…
Heres some of the errors:
The Houdini 12.5.316.22 environment has been initialized.
“/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/math.so: no appropriate 64-bit architecture (see \”man python\“ for running in 32-bit mode)”
“Traceback (most recent call last):
File \”<stdin>\“, line 2, in <module>
ImportError: /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/math.so: no appropriate 64-bit architecture (see \”man python\“ for running in 32-bit mode)
”
Traceback (most recent call last):
File “<string>”, line 3, in <module>
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37401, in <module>
__finishImport()
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37319, in __finishImport
Vector2.almostEqual = __deprecated(Vector2.almostEqual)
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37254, in __deprecated
import warnings, functools
File “/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/functools.py”, line 10, in <module>
from _functools import partial, reduce
ImportError: /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/_functools.so: no appropriate 64-bit architecture (see “man python” for running in 32-bit mode)
PyClerk: Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/shopclerks/i3dclerk.py”, line 5, in <module>
import hou
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37401, in <module>
__finishImport()
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37319, in __finishImport
Vector2.almostEqual = __deprecated(Vector2.almostEqual)
File “/Library/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/python2.6libs/hou.py”, line 37254, in __deprecated
import warnings, functools
File “/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/functools.py”, line 10, in <module>
from _functools import partial, reduce
ImportError: /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/lib-dynload/_functools.so: no appropriate 64-bit architecture (see “man python” for running in 32-bit mode)
Technical Discussion » shelf tools
- oblong
- 28 posts
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Thanks for the responses, i isolated the path just to test which of my own sets are seen (which none are). I already was using a ${HFS} in my real path to toolbars.
Moving them to a new houdini11.1 directory made no difference at all even though my toolbar path is set to this.
I have rebuilt new shelves and remade the tools and updated the default.shelf file also (v important this!!) - these now load successfully.
I should add here - if the default.shelf file does not have a correct list of all the shelves and tools you want included in your session, you wont get them in your session. default.shelf is an odd name for such an important file though .
Moving them to a new houdini11.1 directory made no difference at all even though my toolbar path is set to this.
I have rebuilt new shelves and remade the tools and updated the default.shelf file also (v important this!!) - these now load successfully.
I should add here - if the default.shelf file does not have a correct list of all the shelves and tools you want included in your session, you wont get them in your session. default.shelf is an odd name for such an important file though .
Edited by - Dec. 14, 2011 12:46:12
Technical Discussion » shelf tools
- oblong
- 28 posts
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Hello. I cant be the only one surely - shelf tools are just not showing up.
Im using h11.1.139 build.
I set HOUDINI_TOOLBAR_PATH=/Users/myname/houdini11.0/toolbar/
so i can isolate where the problems are and nothing makes sense here.
Desktops cant find default shelves, but thats not my main problem.
I cannot access the shelf tools i actually have living in this directory. Doesnt see them.
What must I do to see these>?
Also I am confused since some of these .shelf files are sets and some are shelf tools - how can i distinguish?
I was hoping to build a nice set of my own tools in this directory but so far i only managed to pick up one ‘empty’ shelf set .
There doesnt seem to be any way to ‘load’ a shelf tool into a set either.
Any help advice appreciated! Thanks.
Im using h11.1.139 build.
I set HOUDINI_TOOLBAR_PATH=/Users/myname/houdini11.0/toolbar/
so i can isolate where the problems are and nothing makes sense here.
Desktops cant find default shelves, but thats not my main problem.
I cannot access the shelf tools i actually have living in this directory. Doesnt see them.
What must I do to see these>?
Also I am confused since some of these .shelf files are sets and some are shelf tools - how can i distinguish?
I was hoping to build a nice set of my own tools in this directory but so far i only managed to pick up one ‘empty’ shelf set .
There doesnt seem to be any way to ‘load’ a shelf tool into a set either.
Any help advice appreciated! Thanks.
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