Something i've just noticed is that you can't extend a keyframes tangent before the previous key. Is this a hard fixed thing or is there an option to allow this. Sometimes its nice to be able to really push an extreme ease in.
For example in c4d (sorry, i know)
https://dl.dropboxusercontent.com/s/82tb9h2dpbc8yal/Cinema_4D_W43dnzwB1b.gif [dl.dropboxusercontent.com]
Houdini
https://dl.dropboxusercontent.com/s/kt2p8khgluo1tol/houdinifx_zM35P24Htd.gif [dl.dropboxusercontent.com]
Thanks all
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Technical Discussion » Kyeframing - extending tangents before/after previous key
- richnosworthy
- 21 posts
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Technical Discussion » Deleting points throws up syntax error in h19 and 19.5
- richnosworthy
- 21 posts
- Offline
Sorry solved, was an error in custom a shelf script. Removed it all is right with the world again : )
Technical Discussion » Deleting points throws up syntax error in h19 and 19.5
- richnosworthy
- 21 posts
- Offline
Hey all,
Weird but just noticed today if i select some points or primitives in the viewport and press the delete key, i get this Syntax error detected
File "generic_delete", line 40
node.parm('removegrp').set(True)
^
TabError: inconsistent use of tabs and spaces in indentation
Happens in both h19 and 19.5 (not in 18.5 strangely).
Have tried rebooting but no luck
Anyone come across this before?
Thanks
Weird but just noticed today if i select some points or primitives in the viewport and press the delete key, i get this Syntax error detected
File "generic_delete", line 40
node.parm('removegrp').set(True)
^
TabError: inconsistent use of tabs and spaces in indentation
Happens in both h19 and 19.5 (not in 18.5 strangely).
Have tried rebooting but no luck
Anyone come across this before?
Thanks
Technical Discussion » Performance issue with simple sops - Bug?
- richnosworthy
- 21 posts
- Offline
Hey all,
Just been working on a quick infection solver setup for an hda. I'm finding some really strange results though whereby just adding a simple vex wrangle which calculates the max value of an attribute and normalises it to 0-1 range, and then colourising by that result, is increasing sim time by 3 times.
You can see in the screen shot that the solver, although should be the heaviest part of the scene, its actually the colour node and the vex wrangle which is taking the longest.
I included my scene file, and added in some extra tests - optionA, B and C, which make even less sense.
And Of course i'm resetting my sim on each of these tests so theres no cache from the previous one influencing.
OptionA - just the output from the solver - takes 31 seconds to do 500 frames on my pc.
OptionB - adds colour based on the infect attrib - takes 19 seconds (though is technically doing extra work!)
Option C - my original setup, takes an infection time attribute (frame the point got infected), divides by the maximum to give a 0 to 1 range and then colours by this. - This takes 1minute 38seconds.
Seems crazy to me, does anyone have any insight into why this might be happening?
Thankyou very much
Just been working on a quick infection solver setup for an hda. I'm finding some really strange results though whereby just adding a simple vex wrangle which calculates the max value of an attribute and normalises it to 0-1 range, and then colourising by that result, is increasing sim time by 3 times.
You can see in the screen shot that the solver, although should be the heaviest part of the scene, its actually the colour node and the vex wrangle which is taking the longest.
I included my scene file, and added in some extra tests - optionA, B and C, which make even less sense.
And Of course i'm resetting my sim on each of these tests so theres no cache from the previous one influencing.
OptionA - just the output from the solver - takes 31 seconds to do 500 frames on my pc.
OptionB - adds colour based on the infect attrib - takes 19 seconds (though is technically doing extra work!)
Option C - my original setup, takes an infection time attribute (frame the point got infected), divides by the maximum to give a 0 to 1 range and then colours by this. - This takes 1minute 38seconds.
Seems crazy to me, does anyone have any insight into why this might be happening?
Thankyou very much
Edited by richnosworthy - July 6, 2021 19:23:58
Technical Discussion » Creating a group field parameter - Error
- richnosworthy
- 21 posts
- Offline
Hey thankyou,
of course makes sense, didn't think of that. I'll set it up instead with a normal group node.
Thanks very much
of course makes sense, didn't think of that. I'll set it up instead with a normal group node.
Thanks very much
Technical Discussion » Creating a group field parameter - Error
- richnosworthy
- 21 posts
- Offline
Hey,
just trying to create a group parameter on a subnetwork - later to be an hda.
Seems i rarely use groups as parameters because i can't seem to get this to work. I made a video here, showing that if i drag the group filed onto the paramter window it creates but errors when i try and select.
Any ideas?
https://dl.dropboxusercontent.com/s/ggvlacpo52b7zky/WZoqvhXeyn.mp4 [dl.dropboxusercontent.com]
Error says argument of type 'NoneType' is not iterable
Thanks
just trying to create a group parameter on a subnetwork - later to be an hda.
Seems i rarely use groups as parameters because i can't seem to get this to work. I made a video here, showing that if i drag the group filed onto the paramter window it creates but errors when i try and select.
Any ideas?
https://dl.dropboxusercontent.com/s/ggvlacpo52b7zky/WZoqvhXeyn.mp4 [dl.dropboxusercontent.com]
Error says argument of type 'NoneType' is not iterable
Thanks
Technical Discussion » Controlling vellum constraints with geo wrangle
- richnosworthy
- 21 posts
- Offline
Hey thanks for that Henry!
Yeah of course might be to do with the graph colouring stuff, i assumed i'd messed up in the wrangle somewhere. Thanks for the info, and good idea on the solution. Really appreciated
Yeah of course might be to do with the graph colouring stuff, i assumed i'd messed up in the wrangle somewhere. Thanks for the info, and good idea on the solution. Really appreciated
Technical Discussion » Controlling vellum constraints with geo wrangle
- richnosworthy
- 21 posts
- Offline
Hey all,
wondering if anyone can give me any pointers with my setup. This should be so simple but i've done something wrong here.
Got a simple vellum cloth pinned at the edges, i'm also adding an animated noise attribute called mask set as a prim attribute on a side branch. Inside the solver, i'm using a geo wrangle to get the mask value from the geo and using it to modify the restlength. But it doesn't match the noise attribute being fed in.
To debug it further, i also set the Cd to be the value of the mask in the same geo wrangle. And then back above if i connect a null to the vellum solver's constraint geo you can see the attribute via colour.
All seems to work but looks like the primitive numbers are being garbled. I would expect the result of the debug null to have the same pattern as the noise being fed in.
I know this could be done with a vellumconstraintproperty, but i'm mostly trying to understand why the geo wrangle doesn't work in this case.
If anyone has any ideas why, would love to know.
Thanks
wondering if anyone can give me any pointers with my setup. This should be so simple but i've done something wrong here.
Got a simple vellum cloth pinned at the edges, i'm also adding an animated noise attribute called mask set as a prim attribute on a side branch. Inside the solver, i'm using a geo wrangle to get the mask value from the geo and using it to modify the restlength. But it doesn't match the noise attribute being fed in.
To debug it further, i also set the Cd to be the value of the mask in the same geo wrangle. And then back above if i connect a null to the vellum solver's constraint geo you can see the attribute via colour.
All seems to work but looks like the primitive numbers are being garbled. I would expect the result of the debug null to have the same pattern as the noise being fed in.
I know this could be done with a vellumconstraintproperty, but i'm mostly trying to understand why the geo wrangle doesn't work in this case.
If anyone has any ideas why, would love to know.
Thanks
Technical Discussion » Controlling vellum constraints with geo wrangle
- richnosworthy
- 21 posts
- Offline
Hey all,
wondering if anyone can give me any pointers with my setup. This should be so simple but i've done something wrong here.
Got a simple vellum cloth pinned at the edges, i'm also adding an animated noise attribute called mask set as a prim attribute on a side branch. Inside the solver, i'm using a geo wrangle to get the mask value from the geo and using it to modify the restlength. But it doesn't match the noise attribute being fed in.
To debug it further, i also set the Cd to be the value of the mask in the same geo wrangle. And then back above if i connect a null to the vellum solver's constraint geo you can see the attribute via colour.
All seems to work but looks like the primitive numbers are being garbled. I would expect the result of the debug null to have the same pattern as the noise being fed in.
If anyone has any ideas why, would love to know. Geo wrangles always seem to trip me up.
Thanks
wondering if anyone can give me any pointers with my setup. This should be so simple but i've done something wrong here.
Got a simple vellum cloth pinned at the edges, i'm also adding an animated noise attribute called mask set as a prim attribute on a side branch. Inside the solver, i'm using a geo wrangle to get the mask value from the geo and using it to modify the restlength. But it doesn't match the noise attribute being fed in.
To debug it further, i also set the Cd to be the value of the mask in the same geo wrangle. And then back above if i connect a null to the vellum solver's constraint geo you can see the attribute via colour.
Image Not Found
All seems to work but looks like the primitive numbers are being garbled. I would expect the result of the debug null to have the same pattern as the noise being fed in.
If anyone has any ideas why, would love to know. Geo wrangles always seem to trip me up.
Thanks
Technical Discussion » Offset geo with copytopoints & packing
- richnosworthy
- 21 posts
- Offline
Hey everyone,
getting the strangest issue, just wondering if anyone has come across this before.
On my work machine, if i copy a simple box to a grid using copytopoints, all works fine. However as soon as i check Pack and instance inside of copy to points i get this strange offset.
Theres no attributes or anything custom. Just a brand new scene, box, grid (reduced the number of rows/columns) and then copy to points. Seems to get this same offset in every scene where i'm using packed geo and copytopoints. Even if i use the pack sop before wiring it into the copytopoints.
Heres an example https://dl.dropboxusercontent.com/s/en3yrvaxkj5ublr/2019-05-16_12-07-27.gif [dl.dropboxusercontent.com]
Trying the same saved scene on my home computer (same version 17.5.227) works correctly. I'm guessing theres a display preference or something else in my settings thats wrong.
Also checking in the geo spreadsheet, the position values don't have this offset so must be something display wise
Any ideas?
getting the strangest issue, just wondering if anyone has come across this before.
On my work machine, if i copy a simple box to a grid using copytopoints, all works fine. However as soon as i check Pack and instance inside of copy to points i get this strange offset.
Theres no attributes or anything custom. Just a brand new scene, box, grid (reduced the number of rows/columns) and then copy to points. Seems to get this same offset in every scene where i'm using packed geo and copytopoints. Even if i use the pack sop before wiring it into the copytopoints.
Heres an example https://dl.dropboxusercontent.com/s/en3yrvaxkj5ublr/2019-05-16_12-07-27.gif [dl.dropboxusercontent.com]
Trying the same saved scene on my home computer (same version 17.5.227) works correctly. I'm guessing theres a display preference or something else in my settings thats wrong.
Also checking in the geo spreadsheet, the position values don't have this offset so must be something display wise
Any ideas?
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