Hi All,
Is it just me or did the entire tumble system of the viewport take a hit on this Houdini 15 release?
It has just gone crazy. I feel like I have no control over the viewport and it spins at extreme right angles. Yes I have tried SPACE-H and SPACE-G. They don't work to reset control to the viewport.
As you can see it is so bad that I am complaining on the forum about the usability of this.
Is anyone else experiencing this?
I am on Windows 7 with an nVidia card.
I would describe the problem as if the pivot point of the view is projected about 100 units into the scene.
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Technical Discussion » H15 Viewport Woes
- Enivob
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Technical Discussion » Motion blur incorrect
- Enivob
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It is hard to say without seeing the HIP file but you have to dial it back, right? Locate your velocity attribute and multiply it by 0.1.
Technical Discussion » promoting parameters/inputs from a custom VOP node
- Enivob
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Try selecting the node and then look in the Properties window. Each parameter in the network node will also be a property with a Gear icon next to it. Click the gear property to promote it.
Houdini Indie and Apprentice » Accessing Two Tone node
- Enivob
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Yeah, Houdini is not very backwards compatible. Forget old tutorials and view the most recent ones first. There are some nice new tutorials on the H15 principled shader on vimeo.
https://vimeo.com/goprocedural/videos [vimeo.com]
https://vimeo.com/goprocedural/videos [vimeo.com]
Houdini Lounge » Houdini as primary production tool?
- Enivob
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Guillaume Fradin has an extensive video series covering the leveraging of mocap data in Houdini.
https://vimeo.com/53088185 [vimeo.com]
https://vimeo.com/53088185 [vimeo.com]
Technical Discussion » polywire on lsystem curves.
- Enivob
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Technical Discussion » Number Display Still Broken In H15
- Enivob
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I had seen a few posts about incorrect display of numbers in various systems. I guess I am experiencing the same thing. If I dive into my crowd sim I can see all 6 agents correctly numbered. When I go up one level to OBJ the numbering changes and I no longer see the correct numbering. I do have two groups of agents, red and green so it looks like the numbering is being reset when a new group is processed.
Is this correct? I actually expected to see my particle/agent index instead of a participant in group index.
Is this correct? I actually expected to see my particle/agent index instead of a participant in group index.
Technical Discussion » Please help me with particle flow Gradient Tracer
- Enivob
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Not an exact match, but maybe this thread can help.
http://forums.odforce.net/topic/23535-noise-how-to-convert-into-line/ [forums.odforce.net]
http://forums.odforce.net/topic/23535-noise-how-to-convert-into-line/ [forums.odforce.net]
Technical Discussion » Configure Joints With FBX RIG?
- Enivob
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Thanks for the explanation, I was just selecting nodes, not actually clicking on the BLUE tinted agent in the viewport.
So is there any script that will auto click on all those blue points that the Agent Configure Joints presents to the end-user?
I am finding this work flow hard to swallow. I am manually clicking on every blue dot in the viewport and then the tool figures out the angle automatically to create the cone of influence. Why am I even needed in this process? It seems like a loop could simply activate the click function for each bone.
Also when bones overlap, like should L/R and Neck only one blue dot is presented in the viewport interface. So I have to click on that dot, then the tool adds a new limit, then I have to scroll to the bottom of the list and change the source bone from shoulder to neck and once again the cone jumps to the correct orientation. So that takes care of the secret unclickable bone underneath. Then I have to do the same song and dance again for the other shoulder. etc…
I can fetch the Menu list using python so I have the list of bones that appears in the dropdown list of the Agent Configure Joints node. What is the module function call I would issue to simply add an auto-click for each bone?
So is there any script that will auto click on all those blue points that the Agent Configure Joints presents to the end-user?
I am finding this work flow hard to swallow. I am manually clicking on every blue dot in the viewport and then the tool figures out the angle automatically to create the cone of influence. Why am I even needed in this process? It seems like a loop could simply activate the click function for each bone.
Also when bones overlap, like should L/R and Neck only one blue dot is presented in the viewport interface. So I have to click on that dot, then the tool adds a new limit, then I have to scroll to the bottom of the list and change the source bone from shoulder to neck and once again the cone jumps to the correct orientation. So that takes care of the secret unclickable bone underneath. Then I have to do the same song and dance again for the other shoulder. etc…
I can fetch the Menu list using python so I have the list of bones that appears in the dropdown list of the Agent Configure Joints node. What is the module function call I would issue to simply add an auto-click for each bone?
Technical Discussion » Combining Displacement maps
- Enivob
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You can mix them together in COPs (photoshop style) and then reference them via the op: command in the material.
Houdini Indie and Apprentice » Pile of particles form another object
- Enivob
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Here is an example of what I was thinking of.
The shape of the first pile is determined by the particle sourcing.
The shape of the second pile is determined by scatter points within a target geo.
The particle count and scatter point count are matched.
Every frame the VEX code runs and calculates a distance between each point and it's companion scatter target location.
When the distance between the point and target point is very small, velocity and force are set to zero.
To lock the particle into the final destination it's location is set to the target scatter location.
Use the Force Scale and Braking Distance values of the Pop Steer Seek to control how the particles approach the target shape.
The shape of the first pile is determined by the particle sourcing.
The shape of the second pile is determined by scatter points within a target geo.
The particle count and scatter point count are matched.
Every frame the VEX code runs and calculates a distance between each point and it's companion scatter target location.
When the distance between the point and target point is very small, velocity and force are set to zero.
To lock the particle into the final destination it's location is set to the target scatter location.
Use the Force Scale and Braking Distance values of the Pop Steer Seek to control how the particles approach the target shape.
Houdini Indie and Apprentice » Houdini First Impression
- Enivob
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@Tod: I am actually running 355.82. I just have not updated my signature since my last update. I find nVidia drivers work fine with Houdini so if you don't have to update, don't bother.
Technical Discussion » Configure Joints With FBX RIG?
- Enivob
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I still can't get it to work using H15.244.16
What node do you mean when you mention ‘agent primitive’? I feel like I have tried them all.
Why does the Display flag have to be on Agent Prep?
Can I leave it on OUT?
What node do you mean when you mention ‘agent primitive’? I feel like I have tried them all.
Why does the Display flag have to be on Agent Prep?
Can I leave it on OUT?
Alternatively, if you put the SOP down manually you can just hit enter in the viewport to enter its state.Thanks, I have never seen this part of the interface before.
Technical Discussion » Configure Joints With FBX RIG?
- Enivob
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Hi All,
I have a FBX rig [forums.odforce.net] that I imported and I am using as an H15 agent. However, when I transition to rag doll the bones just fall apart from one another. This is because there is no Agent Configure Joints node in the agent setup.
When I add an Agent Configure Joints node the bones no longer fall apart but instead are ‘glued’ tight and the rag doll system has little effect. This is because I have not configured any of the bones so default values are taking over, presumably.
So I am stuck with a repetitive task of adding a new bone transform and selecting the correct bone, configuring limits etc.. Literally hundreds of clicks for one rig.
Is there a script or tool that can automate this process?
I have tried the Configure Joints tool in the shelf but it does not seem to work at all with an FBX. It may work with the built-in characters.
Is there any way to quickly configure the node so the default state of the ragdoll is less stiff?
I have a FBX rig [forums.odforce.net] that I imported and I am using as an H15 agent. However, when I transition to rag doll the bones just fall apart from one another. This is because there is no Agent Configure Joints node in the agent setup.
When I add an Agent Configure Joints node the bones no longer fall apart but instead are ‘glued’ tight and the rag doll system has little effect. This is because I have not configured any of the bones so default values are taking over, presumably.
So I am stuck with a repetitive task of adding a new bone transform and selecting the correct bone, configuring limits etc.. Literally hundreds of clicks for one rig.
Is there a script or tool that can automate this process?
I have tried the Configure Joints tool in the shelf but it does not seem to work at all with an FBX. It may work with the built-in characters.
Is there any way to quickly configure the node so the default state of the ragdoll is less stiff?
Technical Discussion » Exporting Character Rig To Unreal 4.8 as FBX
- Enivob
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There is some information here on baking the animation.
http://forums.odforce.net/topic/20483-baking-expressions-to-keys-for-export/?hl=%2Bbake+%2Banimation [forums.odforce.net]
http://forums.odforce.net/topic/20483-baking-expressions-to-keys-for-export/?hl=%2Bbake+%2Banimation [forums.odforce.net]
Houdini Indie and Apprentice » Pile of particles form another object
- Enivob
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What if you just used two objects, state-1 and state-2. Scatter the same # of points inside each one. Use VEX code to add an attribute to each state-1 point which is the companion scatter location from state-2. Copy your objects on to the state-1 points and then drive the migration of points via a pop seek goal? The goal gets set by VEX code from the location attribute that was previously added.
Just brain storming here…
Just brain storming here…
Houdini Indie and Apprentice » Houdini First Impression
- Enivob
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Don't give up yet. Most of Houdini's crashes, in my experience, are in the unintended activation of the interface. This is why they go undetected by developers. Only when you don't know how to use the interface do you try do unexpected things. I found Houdini crashed quite a bit when I first started using it and then as I got the hang of it Houdini crashed less and less.
Technical Discussion » Exporting Character Rig To Unreal 4.8 as FBX
- Enivob
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I think that is the nature of the FBX file format. No FK is allowed. I think the original goal was to simply provide a transport for baked rig animation. Preserving the RIG setup is not what FBX does.
Edited by - Oct. 26, 2015 21:58:54
Technical Discussion » Accessing POP collision data in copy stamp expressions
- Enivob
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Here is one way to handle this. When the hit total is 0 the particles are soccer balls. Once the hit total is greater than zero they are teapots. The switch is being stamped by the new i@switch_index attribute the wrangle has created.
Houdini Engine for Unreal » Instance / Scatter ?
- Enivob
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You can do that with adding a single random integer attribute to the points, inside an Attribute Wrangle. The integer will be stamped into the switch index to pick one of the connected source geometry.
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