1. Hope the voronoi fracture node can add detail not only interior but also the fractured edges
2. Hope can have a nice workflow to add render time fracture detail in SHOP
Found 8 posts.
Search results Show results as topic list.
Houdini Lounge » Houdini 15 Wishlist
- ranw0477
- 8 posts
- Offline
Houdini Indie and Apprentice » Unexpected behavior of metaball force under obj context
- ranw0477
- 8 posts
- Offline
tamte
this doesn't make much sense, it should do what you expect
if you check Accurate Moves it seems to work correctly, but I would expect it to work even without as well
Hi tamte,
Thanks for your advice. I tried to check the accurate moves, and the particles worked as desired. But if I uncheck it, then they will go back to their original positions. I am running apprentice 12.5.376, may I ask which version are you using?
Houdini Indie and Apprentice » Unexpected behavior of metaball force under obj context
- ranw0477
- 8 posts
- Offline
I am following the first steps tutorials, it shows use a metaball spaceship to repel ground particles. When I try to recreate the same effect, the radial force do repel the particles away, but when the spaceship passes by the particles will go back to its original position, which is not what I want. So is this behavior due to the latest update of Houdini, or did I miss something? I have uploaded the scene file, looking forward your thoughts…
Technical Discussion » Houdini FBX import and export problem
- ranw0477
- 8 posts
- Offline
hi oleg,
Thanks for your help, here I uploaded two fbx files to demonstrate my situation.
rigidbind.fbx I used simple geo and bind it to a simple bone chain using rigid bind in maya2010. I can import this fbx back to maya which works well, but seems houdini has problem when interpreting it.
null_geo_in_between.fbx I created a two bones bone chain in houdini and made a copy of it, one I added a geo box in between, the other I added in a null. This is the way how I add controller to the bone, so I only need to transform the null or geo to control the bone rather than change the bone itself.
Hope you can help me out~~really really thank your!!!
Thanks for your help, here I uploaded two fbx files to demonstrate my situation.
rigidbind.fbx I used simple geo and bind it to a simple bone chain using rigid bind in maya2010. I can import this fbx back to maya which works well, but seems houdini has problem when interpreting it.
null_geo_in_between.fbx I created a two bones bone chain in houdini and made a copy of it, one I added a geo box in between, the other I added in a null. This is the way how I add controller to the bone, so I only need to transform the null or geo to control the bone rather than change the bone itself.
Hope you can help me out~~really really thank your!!!
Technical Discussion » Houdini FBX import and export problem
- ranw0477
- 8 posts
- Offline
Hi all,
These days i am testing the possiblity to export scene from Houdin to Maya and vice versa. But I got some problem here, can anyone came across these problem and can help me out? Thanks!!!
When trying to export a simple bone chain and a rigid bined skin from maya2010 to houdini10, the skin was deformed pretty weired, but the smooth bind skin seems worked. I looked into the nodes, and the cregion sops inside the last two joints are missing for the rigid binded geo. Even I copy the cegion sops from other joint node(houdini create a null with a cegion to fake a joint) into them, the geo was stilled massed up.
When trying to export a bone chain from houdini10 to maya2010, if there is any node other than bone between two bone nodes, that node's world tranfom will go wrong. Although the relative position between output bone nodes after that non-bone node is correct, but their world transform will also go wrong(since there input node's world transform is wrong). One more intersting thing is if that non_bone node is a null node, it will be changed into a joint in Maya.
These days i am testing the possiblity to export scene from Houdin to Maya and vice versa. But I got some problem here, can anyone came across these problem and can help me out? Thanks!!!
When trying to export a simple bone chain and a rigid bined skin from maya2010 to houdini10, the skin was deformed pretty weired, but the smooth bind skin seems worked. I looked into the nodes, and the cregion sops inside the last two joints are missing for the rigid binded geo. Even I copy the cegion sops from other joint node(houdini create a null with a cegion to fake a joint) into them, the geo was stilled massed up.
When trying to export a bone chain from houdini10 to maya2010, if there is any node other than bone between two bone nodes, that node's world tranfom will go wrong. Although the relative position between output bone nodes after that non-bone node is correct, but their world transform will also go wrong(since there input node's world transform is wrong). One more intersting thing is if that non_bone node is a null node, it will be changed into a joint in Maya.
Technical Discussion » [need help]get error when import wx
- ranw0477
- 8 posts
- Offline
In the 3D buzz toturial, when they install the wxpyhton using binary, they said houdini only support the ansi version. But when I install it in Ubuntu using apt, there is no option for me to choose which version to install. Is this why I cant run it on houdini in ubuntu? I followed the tutor and installed a windows version, and it works fine. Do I need to compile it using source code myself?
Technical Discussion » [need help]get error when import wx
- ranw0477
- 8 posts
- Offline
I saw that example, that's why I try to use wxPython in the first place, but I cant even import the moudle.
I bought the 3D buzz tutorial on how to create GUI using wxPython, but they only showed the way in window xp, it works if I use houdini in windows, but I really want to use those features in Ubuntu…so any idea?
I bought the 3D buzz tutorial on how to create GUI using wxPython, but they only showed the way in window xp, it works if I use houdini in windows, but I really want to use those features in Ubuntu…so any idea?
Technical Discussion » [need help]get error when import wx
- ranw0477
- 8 posts
- Offline
Hi,
I am a user of houdini 10.0.528 and working on Ubuntu 9.04, after I installed the latest wxpython 2.8.10.1, when I try to import wx module, I got error like this:
Traceback (most recent call last):
File “testApp”, line 1, in <module>
File “/opt/hfs10.0.528/houdini/scripts/python/wx/__init__.py”, line 45, in
<module>
from wx._core import *
File “/opt/hfs10.0.528/houdini/scripts/python/wx/_core.py”, line 62, in <module>
_core_._wxPySetDictionary(vars())
TypeError: _wxPySetDictionary must have dictionary object!
Does anyone has this kind of experience and know how to fix it?
Thanks!
I am a user of houdini 10.0.528 and working on Ubuntu 9.04, after I installed the latest wxpython 2.8.10.1, when I try to import wx module, I got error like this:
Traceback (most recent call last):
File “testApp”, line 1, in <module>
File “/opt/hfs10.0.528/houdini/scripts/python/wx/__init__.py”, line 45, in
<module>
from wx._core import *
File “/opt/hfs10.0.528/houdini/scripts/python/wx/_core.py”, line 62, in <module>
_core_._wxPySetDictionary(vars())
TypeError: _wxPySetDictionary must have dictionary object!
Does anyone has this kind of experience and know how to fix it?
Thanks!
-
- Quick Links