Hi all!
I try to import hou module:
sys.path.append('/Library/Frameworks/Houdini.framework/Versions/10.0.249.5/Resources/houdini/scripts/python')
import hou
and got the next message:
ImportError: dlopen(/Library/Frameworks/Houdini.framework/Versions/10.0.249.5/Resources/houdini/scripts/python/_hou.so, 2): no suitable image found. Did find:
/Library/Frameworks/Houdini.framework/Versions/10.0.249.5/Resources/houdini/scripts/python/_hou.so: mach-o, but wrong architecture
OSX Version is 10.5.8
Python 2.5.1 (r251:54863, Feb 9 2009, 18:49:36)
What is the workaround?
Thanks all for the answer!
Found 9 posts.
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Technical Discussion » Problem to load hou module in the standart OSX Python
- stass3d
- 9 posts
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Houdini Lounge » Quaternions in VEX CHOP
- stass3d
- 9 posts
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Hi friends!
I trying to make a simple VEX CHOP operator.
The target is - the operator get 3 inputs - object and target position and rotation angle.
I calculating the quaternion as usual, and i trying to output the 3 channels of rotation.
MY QUESTION:
in output vop in chop context I have only one “v” channel.
How make I output of 3 channels - rx, ry, rz?
I trying to make a simple VEX CHOP operator.
The target is - the operator get 3 inputs - object and target position and rotation angle.
I calculating the quaternion as usual, and i trying to output the 3 channels of rotation.
MY QUESTION:
in output vop in chop context I have only one “v” channel.
How make I output of 3 channels - rx, ry, rz?
Houdini Lounge » Toon Character Motion Capture Rig Set Up Help?!
- stass3d
- 9 posts
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Hi graham!
It is very detailed description, out of one point.
I dont understand, how can I make the mapping between the mocap and autorig bones.
Because, If I creating the Mocap Rig, I have the possibility to select only one bone, then AutoRig script makes the MocapRig.
Wich tool, or mode I need to select in order to map bones?
Thank you in advance!
It is very detailed description, out of one point.
I dont understand, how can I make the mapping between the mocap and autorig bones.
Because, If I creating the Mocap Rig, I have the possibility to select only one bone, then AutoRig script makes the MocapRig.
Wich tool, or mode I need to select in order to map bones?
Thank you in advance!
Technical Discussion » Q: Procedurally controlled start of the DOP simulation
- stass3d
- 9 posts
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Hi All!
I`ve a tricky question.
I get a some geometry generated in DOP network #1 by SOP Solver.
I trying to make a “second Layer” Network, where the new SOP Geometry must become a RBD Fracture Object.
My problem is, that a calculate a frame, where the second simulation must start from the first network.
I save a geometry generation time in Dop datafield.
then read this frame in expression like this:
if(dopoption(“dop1”, “OBJ”, “GenInfo”, “IsGenerated”), dopoption(“dop1”, “OBJ”, “GenInfo”, “StartFrame”), 1000)
Because on start of simulation I dont know, at which time the geometry going to be generated.
But if I use this expression on DOP Network Start Frame parameter, I get always 1000.
Is there some way to solve it procedurally? :?:
I`ve a tricky question.
I get a some geometry generated in DOP network #1 by SOP Solver.
I trying to make a “second Layer” Network, where the new SOP Geometry must become a RBD Fracture Object.
My problem is, that a calculate a frame, where the second simulation must start from the first network.
I save a geometry generation time in Dop datafield.
then read this frame in expression like this:
if(dopoption(“dop1”, “OBJ”, “GenInfo”, “IsGenerated”), dopoption(“dop1”, “OBJ”, “GenInfo”, “StartFrame”), 1000)
Because on start of simulation I dont know, at which time the geometry going to be generated.
But if I use this expression on DOP Network Start Frame parameter, I get always 1000.
Is there some way to solve it procedurally? :?:
Technical Discussion » How to setup the Midi Controller Device using Midi In Chop?
- stass3d
- 9 posts
- Offline
Also, Ive tested my controller on Windows version.
It works.
I have a question how I can get a channel data.
If I move some of knobs on the controller I becoming a message in the console:
MIDI Event: 0 : Control Change : channel 1 : 9 : 127
It shows that Houdini gets some MIDI events.
I see in Motion Panel a lot of channels named with mask ch*cc7 and ch*n60 , and trying to export the channel.
But I cannot get some motion.
I changing the control number c01 on my controller. How must I setup the MIDI In, in order to fetch the channel from it?
It works.
I have a question how I can get a channel data.
If I move some of knobs on the controller I becoming a message in the console:
MIDI Event: 0 : Control Change : channel 1 : 9 : 127
It shows that Houdini gets some MIDI events.
I see in Motion Panel a lot of channels named with mask ch*cc7 and ch*n60 , and trying to export the channel.
But I cannot get some motion.
I changing the control number c01 on my controller. How must I setup the MIDI In, in order to fetch the channel from it?
Technical Discussion » AutoRig problem
- stass3d
- 9 posts
- Offline
Technical Discussion » AutoRig problem
- stass3d
- 9 posts
- Offline
Hi All!!!
I made a rig using Autorig.
After the complition I see that the deformation rig shows only one half of the character´s skin. And I´see no parameter in order to control the visibilito of the second part.
How can i solve it except making the custom parameter?
Thank you in advance!
I made a rig using Autorig.
After the complition I see that the deformation rig shows only one half of the character´s skin. And I´see no parameter in order to control the visibilito of the second part.
How can i solve it except making the custom parameter?
Thank you in advance!
Technical Discussion » keyframe interpolation programing
- stass3d
- 9 posts
- Offline
Technical Discussion » keyframe interpolation programing
- stass3d
- 9 posts
- Offline
Hi All!
I´ve some questions about channels. programming for custom keyframe interpolation.
1. Is it possible to write a custom Keyframe interpolation function for a channel segment?
What is the syntax?
2. Is it possible to export animation from character so as it is, I mean not samples but really keyframes, as it was animated by animator? Like a animation clips in Maya. I tried to export with Channel ROP also from Channel editor´s menu and I got just a animation with keyframe in each frame.
3. Isit possible to change a Keyframe interpolation for all keys form the same frame direct on the playbar (Also like in Maya, sorry )
Thank you all in advance! :?:
I´ve some questions about channels. programming for custom keyframe interpolation.
1. Is it possible to write a custom Keyframe interpolation function for a channel segment?
What is the syntax?
2. Is it possible to export animation from character so as it is, I mean not samples but really keyframes, as it was animated by animator? Like a animation clips in Maya. I tried to export with Channel ROP also from Channel editor´s menu and I got just a animation with keyframe in each frame.
3. Isit possible to change a Keyframe interpolation for all keys form the same frame direct on the playbar (Also like in Maya, sorry )
Thank you all in advance! :?:
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