Hey guys!
We are using Modo to create 3d meshes in our production and it often happens that, when brought into Houdini, the UVs of the .lwo are messed up. Despite looking good in Modo and our game engine.
It's possible to work around this by exporting the same mesh from Modo to something like .obj, but often times we need to import dozens of .lwos into Houdini, which makes that workaround impractical.
Does anybody have some wisdom to share on how to resolve this?
Found 26 posts.
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Technical Discussion » .lwo UVs garbled
- saschaherfort
- 26 posts
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Houdini Lounge » Houdini 16.0 download
- saschaherfort
- 26 posts
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grahamThank you!
You should be able to find older version builds on the SideFX ftp server: ftp.sidefx.com
I was able to get houdini 16.0 from the ftp and install it successfully.
Houdini Lounge » Houdini 16.0 download
- saschaherfort
- 26 posts
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Hey guys!
Does anybody know if Houdini 16.0 is still available for download somehow and compatible with 19.5 licenses?
I have some old source files that no longer work properly in 17.0+ and 17.0 is the youngest version I can find on sidefx.com.
Cheers!
-Sascha
Does anybody know if Houdini 16.0 is still available for download somehow and compatible with 19.5 licenses?
I have some old source files that no longer work properly in 17.0+ and 17.0 is the youngest version I can find on sidefx.com.
Cheers!
-Sascha
Technical Discussion » Crowds: vertical locomotion
- saschaherfort
- 26 posts
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In case anybody needs to do this, too:
I was able to use the "motionclip extract locomotion" node to introduce vertical motion on the locomotion joint and update the clip with it.
This way the crowd solver will displace the agent vertically based on that clip.
I was able to use the "motionclip extract locomotion" node to introduce vertical motion on the locomotion joint and update the clip with it.
This way the crowd solver will displace the agent vertically based on that clip.
Technical Discussion » Crowds: vertical locomotion
- saschaherfort
- 26 posts
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Hey guys!
Has anybody been able to coax crowd agents into locomotion that isn't horizontal, or tied to a terrain?
How would one pull off things like flying, or crawling up walls with houdini crowds?
Has anybody been able to coax crowd agents into locomotion that isn't horizontal, or tied to a terrain?
How would one pull off things like flying, or crawling up walls with houdini crowds?
Technical Discussion » Motionclip: additive animation?
- saschaherfort
- 26 posts
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Hey guys!
I've been looking for ways to adjust crowd agent animations slightly without going back to changing the original clip on disk and motionclips are quite useful for that.
However I haven't found a good way to apply additive animation offsets to a motionclip (i.e. open/close the hand) - I can only find classic layer blending with the motionclipblend SOP.
Is anybody aware of a way to pull this off?
I've been looking for ways to adjust crowd agent animations slightly without going back to changing the original clip on disk and motionclips are quite useful for that.
However I haven't found a good way to apply additive animation offsets to a motionclip (i.e. open/close the hand) - I can only find classic layer blending with the motionclipblend SOP.
Is anybody aware of a way to pull this off?
Edited by saschaherfort - Feb. 11, 2022 14:18:43
Technical Discussion » Stepping through timeline quickly?
- saschaherfort
- 26 posts
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eikonoklastes
- Create a Wrangle and have its parameters visible.
- Press and hold Right to step forwards in time quickly.
- While still holding Right, click in the Wrangle code box.
I can confirm that this happens for me too, maybe fixing this would also fix rarer occurences of the playback mode becoming untied from the keyboard arrow keys.
Is there a way to report bugs to sidefx?
Edited by saschaherfort - Feb. 11, 2022 14:01:30
Technical Discussion » Stepping through timeline quickly?
- saschaherfort
- 26 posts
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Ok I was definitely not imagining this - just got it again briefly.
I have no solid repro case, but it appears particularly often with imported character FBX files.
Just now on my first attempt to quickly step backwards through the timeline, the playback (backwards) activated and remained active, even I was not pressing any key. I wasn't able to reproduce it a second time after that.
I noticed that holding down the left/right arrow key activates the playback button in the GUI and releasing the key will activate the stop button. Maybe houdini misses the key release when performance is bad, or something along those lines?
If anybody else has experienced this, I'd be curious to hear about it.
I have no solid repro case, but it appears particularly often with imported character FBX files.
Just now on my first attempt to quickly step backwards through the timeline, the playback (backwards) activated and remained active, even I was not pressing any key. I wasn't able to reproduce it a second time after that.
I noticed that holding down the left/right arrow key activates the playback button in the GUI and releasing the key will activate the stop button. Maybe houdini misses the key release when performance is bad, or something along those lines?
If anybody else has experienced this, I'd be curious to hear about it.
Technical Discussion » Stepping through timeline quickly?
- saschaherfort
- 26 posts
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My mind must have been playing tricks on me.
Now I cannot reproduce it anymore.
I guess I really must have pushed the wrong key without noticing - is this me getting old?
Well you‘ve helped me solve this anyway, so thanks!
Now I cannot reproduce it anymore.
I guess I really must have pushed the wrong key without noticing - is this me getting old?
Well you‘ve helped me solve this anyway, so thanks!
Technical Discussion » Stepping through timeline quickly?
- saschaherfort
- 26 posts
- Offline
Hey guys!
I often find myself wanting to step through the animation timeline with the left/right arrow keys quickly, but when I move too fast, Houdini initiates playback in the direction I was stepping in.
I assume Houdini detects a double-tap, which is bound to start playback?
However I have not found anything in the settings to disable this behavior and this makes it impossible to quickly find a certain moment in an animation.
Can anybody help?
I often find myself wanting to step through the animation timeline with the left/right arrow keys quickly, but when I move too fast, Houdini initiates playback in the direction I was stepping in.
I assume Houdini detects a double-tap, which is bound to start playback?
However I have not found anything in the settings to disable this behavior and this makes it impossible to quickly find a certain moment in an animation.
Can anybody help?
Technical Discussion » HDA version based on Houdini version?
- saschaherfort
- 26 posts
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Hey everyone!
Houdini 19 uses Python 3.7 (from 2.7 previously) which will require changing quite a bit of python code in existing HDAs.
Checking for the Python version inside of the HDA/SOP is cumbersome, so I was wondering if there is a way to tell an HDA to switch to a different version based on the Houdini version?
Or maybe another simple way that I'm not aware of?
Cheers!
-Sascha
Houdini 19 uses Python 3.7 (from 2.7 previously) which will require changing quite a bit of python code in existing HDAs.
Checking for the Python version inside of the HDA/SOP is cumbersome, so I was wondering if there is a way to tell an HDA to switch to a different version based on the Houdini version?
Or maybe another simple way that I'm not aware of?
Cheers!
-Sascha
Technical Discussion » Python in HDA - how to NodeError without bringing up console?
- saschaherfort
- 26 posts
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Unaisaschaherfort
I finally used an error sop with references to invisible parameters on the HDA, but that feels like it can't be the 'official' way.
I’m very interested in this. Did that result in a proper clean error, i.e. not an Invalid Source or a warning, which are the two things I’m getting over and over? If so, could you let me know which parameters you linked?
Thanks in advance!
This is my setup that will make the node error without raising the python console:
- my HDA contains an error node hooked up just before the 'output' node
- it also has invisible custom parameters for the error toggle and message that are being referenced by the error node
- the HDA script (inside the 'edit operator type' window) changes these parameters when required
IIRC, editing the parameters on the error directly, or from a python SOP inside the HDA resulted in a permission error. Hence the workaround through custom parameters and the HDA python module.
It still proclaims 'invalid source', but since the python console no longer pops up, it seems to not look like a bug/crash to other users anymore.
Edited by saschaherfort - July 5, 2021 12:52:10
Technical Discussion » Python in HDA - how to NodeError without bringing up console?
- saschaherfort
- 26 posts
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Yes I got NodeErrors just fine, when using a python inside the HDA, but then it fails to pass through its incoming geo on the first cook.
Also my python code modifies nodes upstream, so this may cause a recook loop.
When I tried having the python sop outside of the HDA's main graph and have it be a message node, the errors would only show up as warnings on the HDA.
Also force cooking the python sop with a callback brings up the console again.
I finally used an error sop with references to invisible parameters on the HDA, but that feels like it can't be the ‘official’ way.
Also my python code modifies nodes upstream, so this may cause a recook loop.
When I tried having the python sop outside of the HDA's main graph and have it be a message node, the errors would only show up as warnings on the HDA.
Also force cooking the python sop with a callback brings up the console again.
I finally used an error sop with references to invisible parameters on the HDA, but that feels like it can't be the ‘official’ way.
Edited by saschaherfort - May 17, 2019 15:14:22
Technical Discussion » Python in HDA - how to NodeError without bringing up console?
- saschaherfort
- 26 posts
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Here's an example.
Is this case it only brings up the python console with the error and doesn't even show it on the node.
I understand that the error printed, is because the callback failed, but how else to run code from the python module, if not through a callback from a parm?
Is this case it only brings up the python console with the error and doesn't even show it on the node.
I understand that the error printed, is because the callback failed, but how else to run code from the python module, if not through a callback from a parm?
Edited by saschaherfort - May 17, 2019 14:43:41
Technical Discussion » Python in HDA - how to NodeError without bringing up console?
- saschaherfort
- 26 posts
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Hey guys!
I'm building a HDA that uses python code and I can't figure out how to make the HDA node error in a houdini-esque fashion.
i.e. the HDA's file parm pointing to an unreadable file.
Whenever I manage to make it error, the python console appears, making it look to the user, like the code crashed.
These are the things I've tried:
1. Python node inside the HDA's graph, connected to its output node:
Errors get propagated properly, but on the first cook, the python node does not pass through its incoming geometry.
Also this setup can lead to unwanted recooks, when the python node changes nodes upstream.
2. Python node inside the HDA, but not part of its graph. The python node is one of the HDA's message nodes, to propagate its error upwards and is force cooked through callbacks from the HDA's parms:
The propagated errors appears as warnings on the HDA node and the python console comes up, stating that the node being ‘callbacked’ has errored.
3. Python module raising NodeError:
The HDA errors as expected, but also the python console appears, making it look like the HDA crashed, rather than a user error.
4. Python node or Python module driving an “error” node inside the HDA's graph.
As soon as the HDA is locked, attempting to change the error through python results in a permission error.
Making the “error” node editable, would allow user interference.
I will try adding invisible parms to the HDA, driving those through python and referencing them from the error node, but this feels like an elaborate and dirty workaround.
There surely must be a way to make an HDA node error without raising the console, but how?
Kindly,
-Sascha
I'm building a HDA that uses python code and I can't figure out how to make the HDA node error in a houdini-esque fashion.
i.e. the HDA's file parm pointing to an unreadable file.
Whenever I manage to make it error, the python console appears, making it look to the user, like the code crashed.
These are the things I've tried:
1. Python node inside the HDA's graph, connected to its output node:
Errors get propagated properly, but on the first cook, the python node does not pass through its incoming geometry.
Also this setup can lead to unwanted recooks, when the python node changes nodes upstream.
2. Python node inside the HDA, but not part of its graph. The python node is one of the HDA's message nodes, to propagate its error upwards and is force cooked through callbacks from the HDA's parms:
The propagated errors appears as warnings on the HDA node and the python console comes up, stating that the node being ‘callbacked’ has errored.
3. Python module raising NodeError:
The HDA errors as expected, but also the python console appears, making it look like the HDA crashed, rather than a user error.
4. Python node or Python module driving an “error” node inside the HDA's graph.
As soon as the HDA is locked, attempting to change the error through python results in a permission error.
Making the “error” node editable, would allow user interference.
I will try adding invisible parms to the HDA, driving those through python and referencing them from the error node, but this feels like an elaborate and dirty workaround.
There surely must be a way to make an HDA node error without raising the console, but how?
Kindly,
-Sascha
Technical Discussion » blendshape node with packed geo?
- saschaherfort
- 26 posts
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I found the culprit!
Turns out that the blendshape node, I use to conveniently blend packed animations, modifies the packed geo!
If I add a wrangle afterwards, to copy the packed transform onto the unblended geo, it exports as undeforming:
Now - anybody out there who knows how exactly the blendshape node handles packed geo?
Turns out that the blendshape node, I use to conveniently blend packed animations, modifies the packed geo!
If I add a wrangle afterwards, to copy the packed transform onto the unblended geo, it exports as undeforming:
Now - anybody out there who knows how exactly the blendshape node handles packed geo?
Edited by saschaherfort - July 23, 2018 11:53:10
Technical Discussion » blendshape node with packed geo?
- saschaherfort
- 26 posts
- Offline
Hey guys!
I'm using packed geo to procedurally animate transforms within the SOP context.
(think packed geo coming out of a dopimport node, or wrangling the packed intrinsic attributes)
When I export this to alembic with the “packed geometry” option set to “transform geometry”, I get static meshes with animated xforms - as expected.
However, sometimes the exported alembic file contains deforming meshes, with miniscule (0.00001) deltas on the point positions.
This is what I see in HDFview, when converting the file with abcconvert:
Our pipeline behaves different when alembic considers a mesh as homogeneous, as opposed to constant.
Is there a way to get rid of this error?
Maybe one of the SideFX guys here can shed some light on what happens behind the scenes, when alembic exports packed geometry?
I'd love to understand how exactly houdini figures out whether packed geometry is static, or not.
Cheers!
-Sascha
I'm using packed geo to procedurally animate transforms within the SOP context.
(think packed geo coming out of a dopimport node, or wrangling the packed intrinsic attributes)
When I export this to alembic with the “packed geometry” option set to “transform geometry”, I get static meshes with animated xforms - as expected.
However, sometimes the exported alembic file contains deforming meshes, with miniscule (0.00001) deltas on the point positions.
This is what I see in HDFview, when converting the file with abcconvert:
Our pipeline behaves different when alembic considers a mesh as homogeneous, as opposed to constant.
Is there a way to get rid of this error?
Maybe one of the SideFX guys here can shed some light on what happens behind the scenes, when alembic exports packed geometry?
I'd love to understand how exactly houdini figures out whether packed geometry is static, or not.
Cheers!
-Sascha
Edited by saschaherfort - July 23, 2018 11:48:10
Technical Discussion » Packed RBD active & deforming?
- saschaherfort
- 26 posts
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In case anybody wants to do a similar thing - hiding/unhiding the undeformed and deformed packed primitive works as well, but requires editing the “RBD packed object” content, to copy the “_3d_hidden_primitives” group values inside the SOP solver.
My head is spinning, but I have something to work with.
Still curious to hear about other people's approaches to RBDs with sculpting/blend shapes on top.
My head is spinning, but I have something to work with.
Still curious to hear about other people's approaches to RBDs with sculpting/blend shapes on top.
Technical Discussion » Packed RBD active & deforming?
- saschaherfort
- 26 posts
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Hello again!
Has anybody been able to successfully work with active deforming packed RBDs in bullet?
It appears that the constant recomputation on hull, center and mass introduce random impulses that push the rigids around.
I was hoping, that disabling “computecom” and “computemass” in a POPwrangle would help, but bullet keeps recalculating anyway.
I'm looking for a workflow, where I can run a first sim pass, apply blend shapes, to sculpt deformation and then run a second sim pass on the deforming pieces.
Thanks!
-Sascha
Has anybody been able to successfully work with active deforming packed RBDs in bullet?
It appears that the constant recomputation on hull, center and mass introduce random impulses that push the rigids around.
I was hoping, that disabling “computecom” and “computemass” in a POPwrangle would help, but bullet keeps recalculating anyway.
I'm looking for a workflow, where I can run a first sim pass, apply blend shapes, to sculpt deformation and then run a second sim pass on the deforming pieces.
Thanks!
-Sascha
Technical Discussion » Unpack & Repack?
- saschaherfort
- 26 posts
- Offline
Thanks, jsmack!
The TransformPiece node also turned out to the useful, when generating points from a Dopimport, especially since it's order-independent.
Do you happen to know of a quick way to generate orient/transform vector attrs from intrinsics, apart from doing it manually in a wrangle?
The TransformPiece node also turned out to the useful, when generating points from a Dopimport, especially since it's order-independent.
Do you happen to know of a quick way to generate orient/transform vector attrs from intrinsics, apart from doing it manually in a wrangle?
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