Hello,
is it possible to get the kinefx rigpose handles to work in maya? All tests so far had no success. Tthe parameters are visible and working, but not the handles in the viewport. I guess this is a limitation, but it would be good to know for sure that I did not simply miss some steps.
The handles show up and are working, when I load the asset in Houdini.
To have them working in Maya would be a huge advantage, as most animators are used to Maya and there are a lot of tools they don't want to give up ( animbot for example ).
If this is not implemented yet, I wonder if it is on Sidefx list already.
You thoughts are highly appreciated.
Martin
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Houdini Engine for Maya » kinefx rigpose handles in maya
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- sanostol
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Technical Discussion » KineFX - can't select control geometry
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- sanostol
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Did You expose the rigpose parameters to a digital asset interface?
And did You modify the default state of Your rig asset to "kinefx__rigpose" int the digital asset properties?
And did You modify the default state of Your rig asset to "kinefx__rigpose" int the digital asset properties?
Solaris » Instances and lights, how to control the individual lights
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- sanostol
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I thought way too complicated... it just work 
so just for completeness and someone else is looking for it, I attached a hip

so just for completeness and someone else is looking for it, I attached a hip
Solaris » Instances and lights, how to control the individual lights
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- sanostol
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hello,
is it possible to instance lights (references) and control the light properties per instance?
I tried light filters, but I hit the wall when I tried to import primvars in the lightfilterlibrary context
For one part the usd primvar node is not available in that context and a copied node has no effect.
Should it work at all?
thank You
is it possible to instance lights (references) and control the light properties per instance?
I tried light filters, but I hit the wall when I tried to import primvars in the lightfilterlibrary context
For one part the usd primvar node is not available in that context and a copied node has no effect.
Should it work at all?
thank You
Solaris » render delegate selection in husk
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- sanostol
- 558 posts
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Solaris » render delegate selection in husk
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- sanostol
- 558 posts
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Hi Michal,
thank You a lot for Your help.
I completely forgot the houdini.env file. I switched to packages some time ago.
With the houdini.env file it works now, with two errors, do You get them as well?
I will have to check how to reproduce that with a batch file, but it helps a lot.
Martin
thank You a lot for Your help.
I completely forgot the houdini.env file. I switched to packages some time ago.
With the houdini.env file it works now, with two errors, do You get them as well?
- Can't open dophints.cmd
- Unable to find procedural invoking script: python3.7libs/husd/runprocedurals.py
I will have to check how to reproduce that with a batch file, but it helps a lot.
Martin
Solaris » render delegate selection in husk
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- sanostol
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hello Michal,
how did You setup the environment variables for Your cmd?
I tried to do it the same way as I start Houdini to use Arnold. I use a batch to set $PATH and $HOUDINI_PATH and start Houdini, but this does not work with Husk for me, either Arnold is not found by Husk or the $HOUDINI_PATH seems to be not correct, as some other tools are not loaded correctly. Would be great if You could tell me more about how You set up the environment to get Arnold with Husk in a cmd
thanks a lot
Martin
how did You setup the environment variables for Your cmd?
I tried to do it the same way as I start Houdini to use Arnold. I use a batch to set $PATH and $HOUDINI_PATH and start Houdini, but this does not work with Husk for me, either Arnold is not found by Husk or the $HOUDINI_PATH seems to be not correct, as some other tools are not loaded correctly. Would be great if You could tell me more about how You set up the environment to get Arnold with Husk in a cmd
thanks a lot
Martin
Technical Discussion » Submit job from different HoudiniFX version to the farm
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- sanostol
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rhe farm needs the correct version, I guess. You can open files with created by a lower version, but most of the time there are some error messages, probably these will break the process
Technical Discussion » Hide static object in dopnet from rendering
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- sanostol
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It is a good idea to import the dop objects back into sop level to render. there You can apply materials and You have finer control what You want to render.
Technical Discussion » Objects Fractured to Its Own Pieces
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- sanostol
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Hello, every object part, You decide to be independent in a bullet sim, You have to put a unique name attribute on it.
easy example for a input geometry that has some unconnected parts would be
- connectivity SOP
connectivity type = primitive,attribute = "name", attribute type = string and prefix = something like "pie
this creates a unique name name attribute for all independent islands
- assembly SOP
create name attribute = off, create packed primitives = on
this packs all primitives with the same name attribute in one packed geometry, and promotes the name attribute to the point level
now You have a valid geometry for simulation in bullet solver ( most of the time You want to use this one)
very small or very thin elements will give You troubles so better avoid them, so Your geometry is not ideal for this one better give them a thickness as well, not only flat prims
easy example for a input geometry that has some unconnected parts would be
- connectivity SOP
connectivity type = primitive,attribute = "name", attribute type = string and prefix = something like "pie
this creates a unique name name attribute for all independent islands
- assembly SOP
create name attribute = off, create packed primitives = on
this packs all primitives with the same name attribute in one packed geometry, and promotes the name attribute to the point level
now You have a valid geometry for simulation in bullet solver ( most of the time You want to use this one)
very small or very thin elements will give You troubles so better avoid them, so Your geometry is not ideal for this one better give them a thickness as well, not only flat prims
Technical Discussion » How do I know what frame to start and end of alembic?
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- sanostol
- 558 posts
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You can middele click on the node in the networkview
or if You need it automated:
the values are the actual samples, so if You have motion samples they have a additional step
or if You need it automated:
import _alembic_hom_extensions as abc time_range = abc.alembicTimeRange(archive_path) start_frame = timerange[0]*hou.fps() end_frame = timerange[1]*hou.fps()
Edited by sanostol - Nov. 30, 2022 05:12:10
Houdini Lounge » AMD GPU owners, what has been your experience?
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- sanostol
- 558 posts
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I wonder if the new cards with their chiplet design still count as one gpu unit in opencl context
Technical Discussion » Directly rendering .usd file with USD Render ROP
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- sanostol
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Hello, You can write a usd that has all the rendersettings and targets definded and then You can use husk to render this usd directly. If You want to speed up the process to write out the usd file You can split up the usd, for example one contains a vdb sequence, this will take some time or instances. all this geometry sequences get their own usd files and in the render usd all the usd files get loaded instead of the geometries. no when You write the render usd it is super fast, as all the heavy work is already done
Technical Discussion » Python inside locked HDA that create chop nodes doesn't work
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- sanostol
- 558 posts
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Hello, You could create a subnet inside Your hda and set this node to be editable in the hda settings. even if the asst is locked,the user can jump into this node and can create nodes or edit. A python script also can modify this network
Technical Discussion » Trying to create trails through particles
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- sanostol
- 558 posts
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in the trailSop change the result type to "preserve original". the addSop connects the points later by id
Technical Discussion » digital assets and its inputs
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- sanostol
- 558 posts
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@SWest
I was really only interested in this one specific behavior and Tomas addressed it.
I was really only interested in this one specific behavior and Tomas addressed it.
Technical Discussion » digital assets and its inputs
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- sanostol
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Have You ever opened the type properties of the reference lop and the rig pose sop? Or even tried to dive into the reference Lop?
There are different ways to create digital assets. You can use the tools sidefx provides with their tools inside houdini or You can create them by hdk. the houdini tools are easy to use and very good, but hdk gives You more control and it is more challenging to create them. You have to write them in c++ and compile them for Your target system.
There are different ways to create digital assets. You can use the tools sidefx provides with their tools inside houdini or You can create them by hdk. the houdini tools are easy to use and very good, but hdk gives You more control and it is more challenging to create them. You have to write them in c++ and compile them for Your target system.
Edited by sanostol - Oct. 9, 2022 12:11:31
Technical Discussion » digital assets and its inputs
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- sanostol
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okay, well, there is no option to convert a node in the right click menu, just to change type and well, it changes the type. That's it. the image You showed earlier is show just to reference nodes. one has a additional parameter, that's it.
I doubt You get a new hda with Your content and functionality, but the interface of the other one. That's not how hdas work, You define then in the type properties and every functionality that You want to have must be available there.
I doubt You get a new hda with Your content and functionality, but the interface of the other one. That's not how hdas work, You define then in the type properties and every functionality that You want to have must be available there.
Technical Discussion » digital assets and its inputs
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- sanostol
- 558 posts
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@SWest
Mh, can You describe the workflow. The reference LOP is a closed hdk build asset, so You can not dive into into it. And You mentioned "converting" a subnet to a reference LOP, what do You mean by this?
Martin
Mh, can You describe the workflow. The reference LOP is a closed hdk build asset, so You can not dive into into it. And You mentioned "converting" a subnet to a reference LOP, what do You mean by this?
Martin
Technical Discussion » digital assets and its inputs
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- sanostol
- 558 posts
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@Tomas
Thanks Tomas, I guessed it it hdk territory, good to know.
@SWest
I don't want to recreate the reference lop, just the functionality of the inputs for a completely different node
Thanks Tomas, I guessed it it hdk territory, good to know.
@SWest
I don't want to recreate the reference lop, just the functionality of the inputs for a completely different node
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