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Houdini Lounge » Integrated AI in Houdini
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- toonafish
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Houdini Lounge » Integrated AI in Houdini
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- toonafish
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nice one, that looks very interesting.
But I wonder if SideFX moving in that direction as well, AI is moving fast...
But I wonder if SideFX moving in that direction as well, AI is moving fast...
Houdini Lounge » Integrated AI in Houdini
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- toonafish
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Does anyone know if there are any plans to somehow integrate something like an AI bot into Houdini, so one can use plain text instead of having to write scripts for point wrangles and such ?
I was never good at any flavor of scripting, but lately it seems ChatGPT or DeepSeek is becoming really useful for this. So I guess it would be a logical step to integrate something similar to make life easier for dummies like myself.
I was never good at any flavor of scripting, but lately it seems ChatGPT or DeepSeek is becoming really useful for this. So I guess it would be a logical step to integrate something similar to make life easier for dummies like myself.
Houdini Indie and Apprentice » how do you get the corners off the pipe????
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- toonafish
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Your reply is a little cryptic, but I created a screencap video that might help :
https://www.dropbox.com/scl/fi/rbfrqkd14u6vm1y0jis31/sweep.mp4?rlkey=tkqnba8v0p38ggg6bljvu8qbs&dl=0 [www.dropbox.com][
https://www.dropbox.com/scl/fi/rbfrqkd14u6vm1y0jis31/sweep.mp4?rlkey=tkqnba8v0p38ggg6bljvu8qbs&dl=0 [www.dropbox.com][
Edited by toonafish - April 20, 2025 08:28:38
Technical Discussion » How to drive parameter with point attributes
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- toonafish
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Technical Discussion » How to drive parameter with point attributes
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- toonafish
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I’m running into several tutorials pointing out the Mountain SOP height can be controlled by painting a "height" attribute. And when I download this example scene it works but seems to use an old Mountain SOP.
I tried this in 20.5 and this no longer seems to work with the new Mountain SOP.
"Height" was changed to "Amplitude" and is controlled by a “amplitude" attribute, but no matter what I try, when I paint an "amplitude" attribute nothing happens. Even not when I try to manually reference the painted attribute in the Amplitude channel.
Anyone know how to control the Mountain or Peak SOP with a painted attribute ?
Thanks.
I tried this in 20.5 and this no longer seems to work with the new Mountain SOP.
"Height" was changed to "Amplitude" and is controlled by a “amplitude" attribute, but no matter what I try, when I paint an "amplitude" attribute nothing happens. Even not when I try to manually reference the painted attribute in the Amplitude channel.
Anyone know how to control the Mountain or Peak SOP with a painted attribute ?
Thanks.
Houdini Lounge » Reset joints imported FBX character
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- toonafish
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Houdini Indie and Apprentice » how do you get the corners off the pipe????
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- toonafish
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Houdini Lounge » Reset joints imported FBX character
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- toonafish
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I imported and animated FBX rig from TurboSquid with the "fbx_characterimport" SOP, but the rig is not at the default pose at frame 0.
In XSI I could just select the enveloped objects and use "reset actor" to reset all the bones to the rotation used for enveloping.
But when I use "reset all transformations to default" in the Apex "rigpose" SOP, it seems to simply resets all rotations to zero without taking the rigpose into account which is the actual default pose.
Does anyone know if there is a way to actually reset all the joints to the pose that was used for enveloping the character ?
In XSI I could just select the enveloped objects and use "reset actor" to reset all the bones to the rotation used for enveloping.
But when I use "reset all transformations to default" in the Apex "rigpose" SOP, it seems to simply resets all rotations to zero without taking the rigpose into account which is the actual default pose.
Does anyone know if there is a way to actually reset all the joints to the pose that was used for enveloping the character ?
Houdini Lounge » Update Cache files
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- toonafish
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Is there a way to make Houdini automagically see when a cache has been deleted from a scene, or a texture file on the HD is adjusted ?
I've been running into issues with adjusted textures not refreshing, or Houdini holding on to Alembic files that have been deleted from a scene until I close Houdini.
One would expect a smart app like Houdini to automatically take care of stuff like this. So me thinks there might be a preference that needs to be set ?
H 20.5.550
I've been running into issues with adjusted textures not refreshing, or Houdini holding on to Alembic files that have been deleted from a scene until I close Houdini.
One would expect a smart app like Houdini to automatically take care of stuff like this. So me thinks there might be a preference that needs to be set ?
H 20.5.550
Houdini Lounge » Hide points of background objects
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- toonafish
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That seems to do the trick, thanks a lot.
What a strange preference, and why does this apply to points only, and not other components one might wonder.
What a strange preference, and why does this apply to points only, and not other components one might wonder.
Houdini Lounge » Hide points of background objects
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- toonafish
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When selecting components in Houdini and point selection is active with "show all objects", so all background objects are clearly visible. Somehow background point visibility works differently then edge or polygon visibility, a bug maybe ?
Because when in point selection mode, the points of all background geometry are visible as well and when working with a lot of high rez geo, the viewport turns into a sea of blue points.
Is there some secret way to hide background points just like edges or polygons ? Because this makes modeling in Houdini even more frustrating then it already is.
btw, I know I can "Ghost Other Object" to hide points, but then background objects are semi transparent, which is something you sometimes don't want.
Because when in point selection mode, the points of all background geometry are visible as well and when working with a lot of high rez geo, the viewport turns into a sea of blue points.
Is there some secret way to hide background points just like edges or polygons ? Because this makes modeling in Houdini even more frustrating then it already is.
btw, I know I can "Ghost Other Object" to hide points, but then background objects are semi transparent, which is something you sometimes don't want.
Edited by toonafish - March 25, 2025 09:30:53
Houdini Lounge » Restash joint capture paint
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- toonafish
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Houdini Lounge » Restash joint capture paint
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- toonafish
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Joint Capture Paint broke because I had to make some adjustments to the geometry.
Now I get an error stating "please restash", but does anyone know how to restash joint capture paint ?
Now I get an error stating "please restash", but does anyone know how to restash joint capture paint ?
Edited by toonafish - March 15, 2025 08:40:28
Houdini Indie and Apprentice » Properly mapping a sphere in Houdini without stretching
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- toonafish
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Don’t rely on the Houdini viewport, compared to other 3d apps it’s buggy and outdated to put it mildly.
Houdini Lounge » Is there an interactive way to edit pscale on a curve?
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- toonafish
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Rigpose seems to work as well.
Image Not Found
Edited by toonafish - March 11, 2025 17:46:21
Houdini Indie and Apprentice » selection focus broken
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- toonafish
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Houdini Indie and Apprentice » selection focus broken
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- toonafish
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Nope, I wish.
It's related to Houdini ignoring the transforms at Object level when you activate " Hide Other Objects", but when focusing it sometimes seems to focus on the transformed geometry while the un-transformed geo is visible.
Sometimes the transformed object completely disappears from view when hiding other objects, you don't even have to focus on anything, just selecting "Hide Other Objects" is enough.
The focusing part is hard to replicate because it's a glitch that doesn't happen all the time, but you can see the object moving to the center in quad view when toggling "Hide Other Objects" and Ghosting or Showing them.
I submitted this bug a long time ago, but so far no cigar...
It's related to Houdini ignoring the transforms at Object level when you activate " Hide Other Objects", but when focusing it sometimes seems to focus on the transformed geometry while the un-transformed geo is visible.
Sometimes the transformed object completely disappears from view when hiding other objects, you don't even have to focus on anything, just selecting "Hide Other Objects" is enough.
The focusing part is hard to replicate because it's a glitch that doesn't happen all the time, but you can see the object moving to the center in quad view when toggling "Hide Other Objects" and Ghosting or Showing them.
I submitted this bug a long time ago, but so far no cigar...
Image Not Found
Edited by toonafish - March 11, 2025 08:58:24
Houdini Indie and Apprentice » selection focus broken
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- toonafish
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Sometimes when I try to focus on some selected geo, like some polygons, points of edges, on a transformed object the focus is way off.
Houdini focuses on some strange coordinates, sometimes just empty space in the scene.
Has anyone else noticed this and maybe knows the cause ? Because this is extremely annoying and makes modeling in Houdini even more frustrating then it already is.
.... this seems related to the long standing bug of Houdini ignoring object transformations when "Hide Other Objects" is selected. At first it seemed it didn't matter if "Hide Other Objects" is off or on, but its the same issue.
Sorry.
Houdini focuses on some strange coordinates, sometimes just empty space in the scene.
Has anyone else noticed this and maybe knows the cause ? Because this is extremely annoying and makes modeling in Houdini even more frustrating then it already is.
.... this seems related to the long standing bug of Houdini ignoring object transformations when "Hide Other Objects" is selected. At first it seemed it didn't matter if "Hide Other Objects" is off or on, but its the same issue.
Sorry.
Image Not Found
Edited by toonafish - March 11, 2025 05:50:34
Houdini Indie and Apprentice » Overriding bone capture on imported FBX
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- toonafish
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I think if you used the "fbxcharacterimport" and delete the same joints with a "deletejoints" SOP on both the capture- and animated pose , you'll only lose the weighting of the deleted joints.
You can then use a "jointcapturepaint" to assign a different joint to the points that lost weighting.
You can then use a "jointcapturepaint" to assign a different joint to the points that lost weighting.
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