Hi There,
I was playing around with the new rigging features in version 16.
Quite nice.
I was rigging a horse. I have animations like trot, gallop etc correctly rigged and animated,
But i was wondering if any Houdini user ever found a procedural way to make the horse go forward at the correct speed.
(in a way that would make it possible to blend between trot and gallop after 40 meters for example)
Anybody ever did something similar by any chance?
And I was wondering if you know any kind of mathematics or method to calculate the speed of a horse moving forward in a animation? (most run cycles that I see are on a single spot) I have always been guessing the speed of the horse moving forward unless there might be a better way to calculate?
Da Costa
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Technical Discussion » Rigging a Horse - forward movement in houdini
- rpdacosta
- 11 posts
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Work in Progress » RGB matching houdini to photoshop
- rpdacosta
- 11 posts
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Matching a customers product color is crucial in photo realistic 3D productions.
This is something SESI should take a look at in my view and offer maybe different ways or using colors (RBG the adobe way or Pantome colors of hex values as well)
Da Costa
This is something SESI should take a look at in my view and offer maybe different ways or using colors (RBG the adobe way or Pantome colors of hex values as well)
Da Costa
Houdini Indie and Apprentice » Alembic/OBJ export from Cinema 4D to Houdini and vice versa
- rpdacosta
- 11 posts
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Hhmm,
I have a similar issue.
i was trying to test this.
I had an object/car that was a little smaller then the 2 x 2 meter standard C4D box. (I added a car as an extra object to not be dependent on the actual box size as a reference).
Step 1 - I exported as default alembic settings (c4d exports as centimeters) And it got in way too big in Houdini.
Step 2 - I then exported as meters, but it then got even larger still… so
Step 3 - I exported it as millimeters.
It got in almost correctly in Houdini. But the weird thing is that when I now create a 2 x 2 meter box in Houdini it's a little smaller than the Car, but in C4D the 2 x 2 meter box is a little bigger then the car?
I must be doing something very wrong here? or is there some kind of problem with this way of exporting alembic files from C4D to Houdini (and back). Specially when you need precision.
I have a similar issue.
i was trying to test this.
I had an object/car that was a little smaller then the 2 x 2 meter standard C4D box. (I added a car as an extra object to not be dependent on the actual box size as a reference).
Step 1 - I exported as default alembic settings (c4d exports as centimeters) And it got in way too big in Houdini.
Step 2 - I then exported as meters, but it then got even larger still… so
Step 3 - I exported it as millimeters.
It got in almost correctly in Houdini. But the weird thing is that when I now create a 2 x 2 meter box in Houdini it's a little smaller than the Car, but in C4D the 2 x 2 meter box is a little bigger then the car?
I must be doing something very wrong here? or is there some kind of problem with this way of exporting alembic files from C4D to Houdini (and back). Specially when you need precision.
Edited by rpdacosta - May 15, 2017 17:00:55
Technical Discussion » Suggestion - Brain icon line color
- rpdacosta
- 11 posts
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This is not a technical issue but just a very very small improvement suggestion to houdini.
We can enamble and disable a simulation by clicking on the brain icon on the bottom.
Both the brain icon and the Red cross are mainly red in color. (red + grey and red)
Maybe making the brain icon line color blue might make it stand out more.
Da Costa
We can enamble and disable a simulation by clicking on the brain icon on the bottom.
Both the brain icon and the Red cross are mainly red in color. (red + grey and red)
Maybe making the brain icon line color blue might make it stand out more.
Da Costa
Technical Discussion » FATAL ERROR: SEGMENTATION FAULT (?)
- rpdacosta
- 11 posts
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Same here:
I'n on houdini FX 15.5
Houdini works fine, but when I leave the computer on (often rendering something in other app for example), almost everyday the next day it crashes and states:
5132: Fatal error: Segmentation fault.
I'n on houdini FX 15.5
Houdini works fine, but when I leave the computer on (often rendering something in other app for example), almost everyday the next day it crashes and states:
5132: Fatal error: Segmentation fault.
Technical Discussion » Volume collision problem, pouring smoke in hollow object.
- rpdacosta
- 11 posts
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I need the particles distributing like smoke, particles either collide (bounce) or not, but does not glide the same way like smoke. (colliding curls etc)
I just gave it another go with the volume collider, still no luck. There is something (probibly very simple i'm overlooking) that is still wrong in my test scene setup.
here is an image:
(PS how do i upload a scene file to this forum? : )
I see the orange upload button. I use that to select my file, and after that I click on teh checkmark on the right.
What would be the next step go get my files uploaded?
Here is my dropbox scene file link in case that might help
https://www.dropbox.com/s/h6wjsx4svigk1kp/Fill_with_smoke_v01.hip?dl=0 [dropbox.com]
I just gave it another go with the volume collider, still no luck. There is something (probibly very simple i'm overlooking) that is still wrong in my test scene setup.
here is an image:
(PS how do i upload a scene file to this forum? : )
I see the orange upload button. I use that to select my file, and after that I click on teh checkmark on the right.
What would be the next step go get my files uploaded?
Here is my dropbox scene file link in case that might help
https://www.dropbox.com/s/h6wjsx4svigk1kp/Fill_with_smoke_v01.hip?dl=0 [dropbox.com]
Edited by rpdacosta - Sept. 12, 2016 05:30:18
Technical Discussion » Volume collision problem, pouring smoke in hollow object.
- rpdacosta
- 11 posts
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Technical Discussion » Volume collision problem, pouring smoke in hollow object.
- rpdacosta
- 11 posts
- Offline
Hi,
When i try to make a hollow object like a drinking glass, a colission object it works great when i use “concave” collision type.
For some reason I cannot get a simple glass geometry to be filled with smoke (pouring) coming froum ourside of the glass.
It behaves as if the glass is closed on the top (wich it is not)
* I tried VDB sdfs
* Tradidional collision volumes (the collision volume in SOPs looks great) and hollow
* I also tried making the glass a regular static collider.
None of these worked as a collider for the smoke. (it did work as collider for geometry etc.)
Smoke never went INSIDE the glass (it collided with the outside top) , and when it did go in it never collieded at all. It went trough the bottom.
What would be the better strategy to pour a simple glas with smoke? (coming from outside the glass)
or what could be a reason i'm missing why the glass is colliding on the top? (smoke not going in)
When i try to make a hollow object like a drinking glass, a colission object it works great when i use “concave” collision type.
For some reason I cannot get a simple glass geometry to be filled with smoke (pouring) coming froum ourside of the glass.
It behaves as if the glass is closed on the top (wich it is not)
* I tried VDB sdfs
* Tradidional collision volumes (the collision volume in SOPs looks great) and hollow
* I also tried making the glass a regular static collider.
None of these worked as a collider for the smoke. (it did work as collider for geometry etc.)
Smoke never went INSIDE the glass (it collided with the outside top) , and when it did go in it never collieded at all. It went trough the bottom.
What would be the better strategy to pour a simple glas with smoke? (coming from outside the glass)
or what could be a reason i'm missing why the glass is colliding on the top? (smoke not going in)
Edited by rpdacosta - Sept. 11, 2016 17:23:14
Houdini Learning Materials » How to handle difficult collision geo in DOPs?
- rpdacosta
- 11 posts
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You can try to use your geo as a static collider. (also works with smoke)
This post (scroll to the bottom for a scene file) might help.
http://www.tokeru.com/cgwiki/index.php?title=Smoke_and_Pyro [tokeru.com]
This post (scroll to the bottom for a scene file) might help.
http://www.tokeru.com/cgwiki/index.php?title=Smoke_and_Pyro [tokeru.com]
Technical Discussion » Houdini VPN crashed
- rpdacosta
- 11 posts
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Ah i see. That's bad news.
Yes i have 3 Titan X cards in my machine.
The bad thing is that i do have an old quadro here, but when I combine it with the 3 new titan x cards the machine becomes instable. So i had to remove that one.
It does say now it's an OpenGL 3.3 version problem.
Not sure if Titan X cards supports that feature.
Yes i have 3 Titan X cards in my machine.
The bad thing is that i do have an old quadro here, but when I combine it with the 3 new titan x cards the machine becomes instable. So i had to remove that one.
It does say now it's an OpenGL 3.3 version problem.
Not sure if Titan X cards supports that feature.
Technical Discussion » Houdini VPN crashed
- rpdacosta
- 11 posts
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Houini crashes when you login to your machine via VPN.
This is the error it gives (see attachment):
This is the error it gives (see attachment):
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