Wow, Rob: That's a really cool asset. Would be nice if I knew VEX so I could customize it a little (haven't yet figured out how to tweak fonts around a curve with this utility). I will look for VEX tutorials.
Thanks again.
-markerline
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Houdini Lounge » Path Object? (similar to Maya?)
- markerline
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Houdini Lounge » Path Object? (similar to Maya?)
- markerline
- 245 posts
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Dear Readers:
The attached movie shows an illustration of the type of graphical style I am looking to achieve. However, in place of simple geometry I am looking to use text that morphs around the star shape.
Instead of wire-deforms I used a carve sop and animated the shift of the vertices along the star shape to achieve a continuous loop of arrows moving along that shape. If anyone wants the hip file let me know.
If anyone has any suggestions on how I can replace the tails of the arrows with any geometry to have it morph along the form of the star (not just follow the path of the star) then I would like to know this as well.
Sincerely,
markerline
The attached movie shows an illustration of the type of graphical style I am looking to achieve. However, in place of simple geometry I am looking to use text that morphs around the star shape.
Instead of wire-deforms I used a carve sop and animated the shift of the vertices along the star shape to achieve a continuous loop of arrows moving along that shape. If anyone wants the hip file let me know.
If anyone has any suggestions on how I can replace the tails of the arrows with any geometry to have it morph along the form of the star (not just follow the path of the star) then I would like to know this as well.
Sincerely,
markerline
Houdini Indie and Apprentice » Lic Error
- markerline
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Not sure if this is what is causing the problem, but if you launched a .hipnc file . . .
(from sidefx support)
“Loading a .hipnc file into a commercial session will taint that sessionas non-commercial and any files saved after that will be in non-commercial format.”
And if you don't have an installed apprentice license but just a commercial one it may error you out.
-markerline
(from sidefx support)
“Loading a .hipnc file into a commercial session will taint that sessionas non-commercial and any files saved after that will be in non-commercial format.”
And if you don't have an installed apprentice license but just a commercial one it may error you out.
-markerline
Houdini Lounge » Path Object? (similar to Maya?)
- markerline
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I forgot to mention. The animation takes place in the first 25 frames so you can scrub through these frames to see a deformation. Go into the “Latticed…” network and inspect the wire capture/deform nodes and also the carve and align nodes. Animation channels are in the carve sop.
Houdini Lounge » Path Object? (similar to Maya?)
- markerline
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Dear Readers:
Please don't laugh. This file doesn't look nearly like I would like it to. However I wonder if my workflow is correct or am I completely off-base? Please respond with any ideas. File attached.
Sincerely,
markerline
Please don't laugh. This file doesn't look nearly like I would like it to. However I wonder if my workflow is correct or am I completely off-base? Please respond with any ideas. File attached.
Sincerely,
markerline
Houdini Lounge » Path Object? (similar to Maya?)
- markerline
- 245 posts
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Dear Readers:
I wanted to create a simple animation of a piece of geometry following the path of a curve and also deforming along the curve. I thought I could append a lattice SOP to the network but I do not know how to promote this SOP into a deformable object at Object level to go into the “Path Object” parameter.
Any help is greatly appreciated.
(The reference for this is Maya's “Flow Path Object”)
Sincerely,
markerline
I wanted to create a simple animation of a piece of geometry following the path of a curve and also deforming along the curve. I thought I could append a lattice SOP to the network but I do not know how to promote this SOP into a deformable object at Object level to go into the “Path Object” parameter.
Any help is greatly appreciated.
(The reference for this is Maya's “Flow Path Object”)
Sincerely,
markerline
Houdini Lounge » Placing each scoped channel one after the other
- markerline
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Is this post the answer to my question about shifting channels? :
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=12990&highlight=channel+sequence [sidefx.com]
Sincerely,
markerline
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=12990&highlight=channel+sequence [sidefx.com]
Sincerely,
markerline
Houdini Lounge » Placing each scoped channel one after the other
- markerline
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Dear Readers:
I was wondering how I could append one channel after the next in sequence. There is only one input (Fetch CHOP) going into a Sequence CHOP, but this produces no results. I saw the example in the help files where 3 wave CHOPS are plugged into the sequence CHOP and this seems to do what I want. How can I produce my intended result?
Sincerely,
markerline
I was wondering how I could append one channel after the next in sequence. There is only one input (Fetch CHOP) going into a Sequence CHOP, but this produces no results. I saw the example in the help files where 3 wave CHOPS are plugged into the sequence CHOP and this seems to do what I want. How can I produce my intended result?
Sincerely,
markerline
Houdini Lounge » Primitive Normals
- markerline
- 245 posts
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Update . . .
I didn't see that last post by kuba. The group SOP did it where I went to the “Normals” tab and changed the spread angle to something less than 180 so that only certain prim's got reversed. THANKS a mil!
-markerline
I didn't see that last post by kuba. The group SOP did it where I went to the “Normals” tab and changed the spread angle to something less than 180 so that only certain prim's got reversed. THANKS a mil!
-markerline
Houdini Lounge » Primitive Normals
- markerline
- 245 posts
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Still no dice. I tested the reverse SOP on a simple Box SOP and extruded this. I saw that it modified the result when I applied “Reverse” as opposed to “No Change”. But for some reason when I group the desired primitives in my file and apply the reverse SOP it does not reverse the normals. Perhaps I have bad geometry?
Sincerely,
markerline
Sincerely,
markerline
Houdini Lounge » Primitive Normals
- markerline
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. . .
So, how do I modify the direction of the faces that have been extruded? It would seem impossible to hand-select each face individually and scale it to (-1). Is there a procedural way to do this?
Sincerely,
markerline
So, how do I modify the direction of the faces that have been extruded? It would seem impossible to hand-select each face individually and scale it to (-1). Is there a procedural way to do this?
Sincerely,
markerline
Houdini Lounge » Primitive Normals
- markerline
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Dear Readers:
I have an object which I appended a point SOP to to force all normals to the +Z direction. How can I get the primitive Normals to follow? Some of the primitives move along with the point SOP but not all of them. (I would like everything to be uniform in the +Z direction). Not sure how to use the prim expression with variables like $PR.
Sincerely,
markerline
I have an object which I appended a point SOP to to force all normals to the +Z direction. How can I get the primitive Normals to follow? Some of the primitives move along with the point SOP but not all of them. (I would like everything to be uniform in the +Z direction). Not sure how to use the prim expression with variables like $PR.
Sincerely,
markerline
Houdini Indie and Apprentice » Group Sop Doesn't Work
- markerline
- 245 posts
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Believe it or not I had to turn on Bounding BOX then entity to POINTS then back to bounding OBJECT. It's like it didn't recognize the input unless I figeted with it. How qwerky.
-markerline
-markerline
Houdini Indie and Apprentice » Group Sop Doesn't Work
- markerline
- 245 posts
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I found this link:
http://www.fourthwall.ndo.co.uk/HT_HDK_GroupEdges.html [fourthwall.ndo.co.uk]
but it is not supported by the version of Houdini that I have (Apprentice 9.1.179)
I will try your suggestions . . .
Thanks.
-markerline
http://www.fourthwall.ndo.co.uk/HT_HDK_GroupEdges.html [fourthwall.ndo.co.uk]
but it is not supported by the version of Houdini that I have (Apprentice 9.1.179)
I will try your suggestions . . .
Thanks.
-markerline
Houdini Indie and Apprentice » Group Sop Doesn't Work
- markerline
- 245 posts
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Dear Readers:
I am trying to group by using a bounding object (points only). I have taken copies of the original geometry and scaled them up using the primitive sop (per prim. centroid) so I have a bounding object that matches and is centered around my desired geometry.
The real thing I am trying to do is to create a group of edges using the edge loop selection but when I hit Group(Attribute) in the viewport it switches my selection to primitives and this is not desired. If i change the option to points my group is not what I selected. (1) How do I make a group of edges? Or (2) how do I fix the Group Sop to select by bounding object.
Thanks in advance.
I am trying to group by using a bounding object (points only). I have taken copies of the original geometry and scaled them up using the primitive sop (per prim. centroid) so I have a bounding object that matches and is centered around my desired geometry.
The real thing I am trying to do is to create a group of edges using the edge loop selection but when I hit Group(Attribute) in the viewport it switches my selection to primitives and this is not desired. If i change the option to points my group is not what I selected. (1) How do I make a group of edges? Or (2) how do I fix the Group Sop to select by bounding object.
Thanks in advance.
Technical Discussion » rotate an object according to its primitives?
- markerline
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Hi Jason,
I just tried looking up the info on how to use the Rivet Object. I had to google it as I could not find example files/instructions within the online help page(s).
Anyway, when I used the object I was working from within one object only. I had a subdivided box which had a grouped-out/deleted-out face/primitive which I then used as my selection object for the rivet tool.
This kicked me out to object space where the rivet object was created. I then followed the instructions to pipe in the rivet object into geo1. This moved my object to the face that I had selected.
However, after disconnecting the rivet object to see if my original position would come back, it didn't. My entire world axis had been rearranged and even after deleting all scene objects and creating a new object, the “riveted” world axis was there askew to the construction plane and the correct x/y/z coordinates of 0-right,0-up,0-front.
How do I properly use this tool?
www.sidefx.com/docs/houdini8/content/base/model_rivet.xml
caution, Internet Explorer may not properly display this page so use Firefox instead.
Sincerely,
markerline
I just tried looking up the info on how to use the Rivet Object. I had to google it as I could not find example files/instructions within the online help page(s).
Anyway, when I used the object I was working from within one object only. I had a subdivided box which had a grouped-out/deleted-out face/primitive which I then used as my selection object for the rivet tool.
This kicked me out to object space where the rivet object was created. I then followed the instructions to pipe in the rivet object into geo1. This moved my object to the face that I had selected.
However, after disconnecting the rivet object to see if my original position would come back, it didn't. My entire world axis had been rearranged and even after deleting all scene objects and creating a new object, the “riveted” world axis was there askew to the construction plane and the correct x/y/z coordinates of 0-right,0-up,0-front.
How do I properly use this tool?
www.sidefx.com/docs/houdini8/content/base/model_rivet.xml
caution, Internet Explorer may not properly display this page so use Firefox instead.
Sincerely,
markerline
Technical Discussion » rotate an object according to its primitives?
- markerline
- 245 posts
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Dear Jason:
I will try that but I posted a previous question related to the extrude sop and alignment of primitives (using the align sop) without responses. I have had difficulty aligning primitives. Not meaning to bring up other software but (and although it's not procedural) _ _ _ _ has a point to point snap function which will take selected vertices/points and align objects that way. Let me try the align sop again and get back to you with results.
Thanks,
markerline
I will try that but I posted a previous question related to the extrude sop and alignment of primitives (using the align sop) without responses. I have had difficulty aligning primitives. Not meaning to bring up other software but (and although it's not procedural) _ _ _ _ has a point to point snap function which will take selected vertices/points and align objects that way. Let me try the align sop again and get back to you with results.
Thanks,
markerline
Technical Discussion » rotate an object according to its primitives?
- markerline
- 245 posts
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Technical Discussion » rotate an object according to its primitives?
- markerline
- 245 posts
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Dear UserGroup:
I would like to know how I could rotate an object that has multiple primitives, a polysphere for example, and do it so that it faces the direction of a selected primitive on that object. I tried looking into the documentation for Primitive Sop rotation but this rotates a group of primitives that have been faceted individually like a flip-board digital display. I need the entire object. If I bypass the facet sop in this example it still rotates individual primitives. I am thinking something with attribute transfer would work but am not sure how to go about doing it just yet.
Sincerely,
markerline
I would like to know how I could rotate an object that has multiple primitives, a polysphere for example, and do it so that it faces the direction of a selected primitive on that object. I tried looking into the documentation for Primitive Sop rotation but this rotates a group of primitives that have been faceted individually like a flip-board digital display. I need the entire object. If I bypass the facet sop in this example it still rotates individual primitives. I am thinking something with attribute transfer would work but am not sure how to go about doing it just yet.
Sincerely,
markerline
Houdini Indie and Apprentice » Proper Alignment of Prim's
- markerline
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Hi All:
I wanted to know how I can get Primitive B which is an extrusion of Primitive A to correctly match or snap to the points of Primitive A. I'm not sure why when I extrude a curve along the cross-section of Prim A it results in geometry which doesn't match. I have attached a .jpg for reference.
Thanks in advance.
Sincerely,
markerline
I wanted to know how I can get Primitive B which is an extrusion of Primitive A to correctly match or snap to the points of Primitive A. I'm not sure why when I extrude a curve along the cross-section of Prim A it results in geometry which doesn't match. I have attached a .jpg for reference.
Thanks in advance.
Sincerely,
markerline
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