for example:
void removeFromArray(int inputArray; int newArray; int removalItem)
{
//loop through all elements of array
int alength = len(inputArray);
int counter = 0;
for(int i=0; i<alength; i++)
{
//if it doesnt match removalItem add it to newArray
if(inputArray!=removalItem)
{
newArray= inputArray;
counter++;
}
}
}
int a = {1,2,3};
i@bob;
removeFromArray(a, @bob, 3);
Found 36 posts.
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Technical Discussion » vex array remove specific element
- pgrochola
- 36 posts
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Technical Discussion » Collada and FBX Don't Support Rigging?
- pgrochola
- 36 posts
- Offline
Im exporting maya rigs into houdini without problem.
All the anim and skinning comes across fine.
The rig has to have just baked anim on the joints though.
It cant have any iks ect.
All the anim and skinning comes across fine.
The rig has to have just baked anim on the joints though.
It cant have any iks ect.
Technical Discussion » crowds- locomotion node
- pgrochola
- 36 posts
- Offline
Hey all,
When baking out an anim clip there is an option to specify the locomotion node to convert the anim to “inplace”. This correctly zeros out the anim.
I see in the docs that the locomotion anim gets saved.
My question is..
Does this saved locomotion (associated with a clip) automatically get used
by the crowd system when it retimes and blends the anim?
If so.. how does this fit in with setting the “inplace Gate Speed” ?
I've been struggling to understand how to correctly bends between clips that have varying locomotion speed across the length of a clip. Relying on the particles speed to purely control that locomotion (losing the original locomotion) seems to be inaccurate.
What am i missing?
Any help is much appreciated!
Thx
When baking out an anim clip there is an option to specify the locomotion node to convert the anim to “inplace”. This correctly zeros out the anim.
I see in the docs that the locomotion anim gets saved.
My question is..
Does this saved locomotion (associated with a clip) automatically get used
by the crowd system when it retimes and blends the anim?
If so.. how does this fit in with setting the “inplace Gate Speed” ?
I've been struggling to understand how to correctly bends between clips that have varying locomotion speed across the length of a clip. Relying on the particles speed to purely control that locomotion (losing the original locomotion) seems to be inaccurate.
What am i missing?
Any help is much appreciated!
Thx
Technical Discussion » cone twist constraint
- pgrochola
- 36 posts
- Offline
Technical Discussion » cone twist constraint
- pgrochola
- 36 posts
- Offline
hey,
does anyone have a simple example that shows how “cone twist constraint constraint relationship” works?
Can't get my head around it.
In particular i'm trying re-produce:
http://vimeo.com/89584231 [vimeo.com]
without much success.
Thanks!
does anyone have a simple example that shows how “cone twist constraint constraint relationship” works?
Can't get my head around it.
In particular i'm trying re-produce:
http://vimeo.com/89584231 [vimeo.com]
without much success.
Thanks!
Technical Discussion » multiple packed objs and constraints
- pgrochola
- 36 posts
- Offline
Technical Discussion » multiple packed objs and constraints
- pgrochola
- 36 posts
- Offline
Hey,
Multiple packed objects can be mixed into the one constraint network right?
Can anyone explain why below example doesnt work?
Each packed object is using a unique name but it looks like constaints for
one of the objects get ignored.
Thanks!
Multiple packed objects can be mixed into the one constraint network right?
Can anyone explain why below example doesnt work?
Each packed object is using a unique name but it looks like constaints for
one of the objects get ignored.
Thanks!
Technical Discussion » Procedural texture building / procedural coloring
- pgrochola
- 36 posts
- Offline
Hey,
I come from Maya background also. Houdini can do everything the Hypershade can and much more. You just need to learn how houdini thinks.
If your talking about procedural patterns in the rendering context…
lay down a material shader builder (inside of a shopnet) and dive inside.
hit tab and look under patterns..
You can build up your shader network here, in the same way you would do inside of the hypershade.
if your talking about procedural patterns in the geometry (sop) context…
lay down a vop and check out the patterns in that.
Houdini is lower level than Maya, therefore requires a deeper understanding of 3d.. but once you get over that learning curve .. you'll never want to work in Maya again
I come from Maya background also. Houdini can do everything the Hypershade can and much more. You just need to learn how houdini thinks.
If your talking about procedural patterns in the rendering context…
lay down a material shader builder (inside of a shopnet) and dive inside.
hit tab and look under patterns..
You can build up your shader network here, in the same way you would do inside of the hypershade.
if your talking about procedural patterns in the geometry (sop) context…
lay down a vop and check out the patterns in that.
Houdini is lower level than Maya, therefore requires a deeper understanding of 3d.. but once you get over that learning curve .. you'll never want to work in Maya again
Technical Discussion » Fast-moving Pyro ...
- pgrochola
- 36 posts
- Offline
If you can.. I'd avoid sub stepping your sim. (wont fix the prob if your object is moving crazy fast anyway)
Try stretching your emitter instead.
If your using the fluid source node as emitter, check out the motion blur tab.
If that falls short, you can always build your own streaky emitter.. (with a trail sop)
Try stretching your emitter instead.
If your using the fluid source node as emitter, check out the motion blur tab.
If that falls short, you can always build your own streaky emitter.. (with a trail sop)
Technical Discussion » wren
- pgrochola
- 36 posts
- Offline
On further investigation, turns out wren exports .ps files that need to be converted to .eps.
Apparently there is command line software out there that will do it (ghostscript)
Sounded like a pain though..so I ended up using a trace and fusing with snap average position option on. I cleaned up the geo a bit further from there.
Just making a note in case this is useful to someone else…
Apparently there is command line software out there that will do it (ghostscript)
Sounded like a pain though..so I ended up using a trace and fusing with snap average position option on. I cleaned up the geo a bit further from there.
Just making a note in case this is useful to someone else…
Technical Discussion » wren
- pgrochola
- 36 posts
- Offline
Hey,
I'm trying to get the output of houdini wren ROP back into houdini as curves.
I can render an image fine but I want curve geo.
Can export what looks like an eps file by playing with the wren export options but it errors when I read it back into Houdini using a file node.
Can anyone help?
Thanks!
I'm trying to get the output of houdini wren ROP back into houdini as curves.
I can render an image fine but I want curve geo.
Can export what looks like an eps file by playing with the wren export options but it errors when I read it back into Houdini using a file node.
Can anyone help?
Thanks!
Technical Discussion » Make breakable + Debris = nothing?
- pgrochola
- 36 posts
- Offline
yeah,
I had this problem as well.
This worked for me:
http://forums.odforce.net/index.php?/topic/12159-make-breakble-and-debris-problem/page__fromsearch__1 [forums.odforce.net]
I had this problem as well.
This worked for me:
http://forums.odforce.net/index.php?/topic/12159-make-breakble-and-debris-problem/page__fromsearch__1 [forums.odforce.net]
Technical Discussion » dop creation frame to sops
- pgrochola
- 36 posts
- Offline
Hi,
I noticed that when I use the Voronoi Fracture Configure Object it comes back into sops with the primitive attribute “dopobject”.
How can I use this attribute in SOPS to access various dop fields from my sim?
For example I'd like to get the creation time of a primitive out from DOPS into SOPS.
I dug around and the only way I found was using expression like dopoption.
Problem is it expects an object name not an objid,(which is what the this attribute provides)
Can anyone shed some light?
Thanks!
I noticed that when I use the Voronoi Fracture Configure Object it comes back into sops with the primitive attribute “dopobject”.
How can I use this attribute in SOPS to access various dop fields from my sim?
For example I'd like to get the creation time of a primitive out from DOPS into SOPS.
I dug around and the only way I found was using expression like dopoption.
Problem is it expects an object name not an objid,(which is what the this attribute provides)
Can anyone shed some light?
Thanks!
Technical Discussion » keeping track of the "age" of a point
- pgrochola
- 36 posts
- Offline
Depends on what your doing exactly… have you looked at the sop solver in DOPS?
It accumulates values, I've used as a way counting in a sop context many times.
Here's some tutes on it:
http://vimeo.com/6660287 [vimeo.com]
It accumulates values, I've used as a way counting in a sop context many times.
Here's some tutes on it:
http://vimeo.com/6660287 [vimeo.com]
Technical Discussion » RBD point object - "copy delete style" geometry po
- pgrochola
- 36 posts
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Hi,
What's the best way to set up the RBD point object “geometry path” to work like a sop copy delete. I want the point number to correspond with the stamped primitive group number (and delete the other geo). Can't see how you can do this without a “stamps delete/sop style” setup. I know about the “use point value” option but can figure out how to use it for the above.
Is there a better way of doing this?
Here's an hip file that demonstrates what I'm talking about.
Thanks.
What's the best way to set up the RBD point object “geometry path” to work like a sop copy delete. I want the point number to correspond with the stamped primitive group number (and delete the other geo). Can't see how you can do this without a “stamps delete/sop style” setup. I know about the “use point value” option but can figure out how to use it for the above.
Is there a better way of doing this?
Here's an hip file that demonstrates what I'm talking about.
Thanks.
Technical Discussion » cops image feedback
- pgrochola
- 36 posts
- Offline
Hi,
Can someone help me out with a very basic image feedback setup in COPS.
I'm sure this is possible but haven't been able to achieve it.
Cheers
Pawel
Can someone help me out with a very basic image feedback setup in COPS.
I'm sure this is possible but haven't been able to achieve it.
Cheers
Pawel
Technical Discussion » sorting CHOP channel samples
- pgrochola
- 36 posts
- Offline
Thanks symek,
Thats what I suspected.
I'm surprised there isn't an easy way to do this… :?
Oh well, I did exactly what you suggested last night… sorted it in sop level.
Works fine, cheers.
Pawel
Thats what I suspected.
I'm surprised there isn't an easy way to do this… :?
Oh well, I did exactly what you suggested last night… sorted it in sop level.
Works fine, cheers.
Pawel
Technical Discussion » sorting CHOP channel samples
- pgrochola
- 36 posts
- Offline
The reorder chop works on the channels in a CHOP right?
What if its the samples of a one channel that you want to sort.
I'm new to chops so I'm probably missing something fundamental.
Thanks
What if its the samples of a one channel that you want to sort.
I'm new to chops so I'm probably missing something fundamental.
Thanks
Technical Discussion » sorting CHOP channel samples
- pgrochola
- 36 posts
- Offline
Hi,
If I have a CHOP channel with a bunch of varying sample values…
How do you sort them into descending or ascending order?
Seems like a simple thing to do but can't figure it out.
Thanks!
Pav
If I have a CHOP channel with a bunch of varying sample values…
How do you sort them into descending or ascending order?
Seems like a simple thing to do but can't figure it out.
Thanks!
Pav
Technical Discussion » FBX and normals
- pgrochola
- 36 posts
- Offline
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