Hello.
I installed 13.0.509 and now the help seems broken: I can only search through the google custom search, which gives the results in a very inconvenient format. Also I can't launch the example files. The internal houdini browser is not working either.
Any quick fix ??
Thanks.
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Houdini Lounge » Help broken
- A-OC
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Houdini Lounge » Cloth tangling
- A-OC
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Thanks, but that page in the help files says we shouldn't use dop nodes, instead use the vel attribute, right ?
So I wonder, how to do that ?
So I wonder, how to do that ?
Houdini Lounge » Cloth tangling
- A-OC
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Sorry, I had to let this go for a couple of days because of work.
This page is supposed to explain how to add wind and drag, but I can't figure it out:
localhost:48626/cloth/influencing_cloth
Can you help me with this?
This page is supposed to explain how to add wind and drag, but I can't figure it out:
localhost:48626/cloth/influencing_cloth
Can you help me with this?
Houdini Lounge » Cloth tangling
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Ok, thanks.
So I've made some progress but very little. Here the previews speeded up 2x, less boring:
houdini:
www.youtube.com/watch?v=alSR7Z_3gP8
maya:
www.youtube.com/watch?v=hZDWNdW32iY
You can see in the maya one there's that nice flapping wavy motion. Can you help me achieve that in H ? Here I attach the scene.
So I've made some progress but very little. Here the previews speeded up 2x, less boring:
houdini:
www.youtube.com/watch?v=alSR7Z_3gP8
maya:
www.youtube.com/watch?v=hZDWNdW32iY
You can see in the maya one there's that nice flapping wavy motion. Can you help me achieve that in H ? Here I attach the scene.
Houdini Lounge » Cloth tangling
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Houdini Lounge » Cloth tangling
- A-OC
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Hello, I'm in my 3rd day struggling with cloth, so I set up a simple example in maya similar to what I need in the end, and it behaves gracefuly, it simulates in realtime too.
Maya:
www.youtube.com/watch?v=UD6HnMxGPv4
Whereas the same in houdini gets tangled, simulates slow, and any parameter I adjust won't help me get closer to maya's test.
Houdini:
www.youtube.com/watch?v=3g5ZtXbgk-M
So could you please help me get closer to it ?
Maya:
www.youtube.com/watch?v=UD6HnMxGPv4
Whereas the same in houdini gets tangled, simulates slow, and any parameter I adjust won't help me get closer to maya's test.
Houdini:
www.youtube.com/watch?v=3g5ZtXbgk-M
So could you please help me get closer to it ?
Houdini Lounge » Construction plane misplaced
- A-OC
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Great ! thanks, now I wonder, how did it happen ? I can't find the hotkeys to transform it.
Houdini Lounge » Construction plane misplaced
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Hello
The scene's construction plane is misplaced. Please take a look at the attached picture. Here I've highlighted a default grid just created. To the side and slightly rotated you can see the construction plane, I can't fix it please help.
This is wrong in a particular scene, if I create a new scene, it doesn't happen.
The scene's construction plane is misplaced. Please take a look at the attached picture. Here I've highlighted a default grid just created. To the side and slightly rotated you can see the construction plane, I can't fix it please help.
This is wrong in a particular scene, if I create a new scene, it doesn't happen.
Technical Discussion » Fire, source moving quickly
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Technical Discussion » Fire, source moving quickly
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Hello, I'm trying to set this guy on fire. I think the problem is that the fuel is not sticking to the source mesh. I cannot make this look right no matter what parameters I set.
Any suggestions ?
Any suggestions ?
Technical Discussion » Complex setup + infinte recursion trouble
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Ok, imagine playing a game and a character walking slowly.
If you press the key that makes it run, the game loop has to cycle several times before it reaches the point where it can begin the transition from walking to running, and then has to wait for the moment when it can ( must ) switch to the run cycle.
So I need to emulate this in houdini. A game loop iteration, would be advancing a frame. Pressing a key, would be triggering a parameter on.
Does this help understanding my previous post ?
If you press the key that makes it run, the game loop has to cycle several times before it reaches the point where it can begin the transition from walking to running, and then has to wait for the moment when it can ( must ) switch to the run cycle.
So I need to emulate this in houdini. A game loop iteration, would be advancing a frame. Pressing a key, would be triggering a parameter on.
Does this help understanding my previous post ?
Technical Discussion » Complex setup + infinte recursion trouble
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Hello, glad to be here.
So my setup is like this:
4 bgeo sequences, seq01 seq02 seq03 seq04
The main seqs are seq01 and seq03, which are cycles. seq02 is a transition between seq01 and seq03, and seq04 is a transition from seq03 and seq01.
seq01 loops indefinetly, cycle starts at frame seq01_st and ends at seq01_end
Likewise seq03
seq02 is a fixed animation starting at seq02_st and ending at seq02_end
So does analogously seq04
seq01 and seq02 share a common pose at a certain frame, for seq01 this is seq01_match, which is a frame near the end of its cycle. For seq02 it's seq02_match, which is near the start of its animation.
Likewise, seq02 and seq03, share a matching pose, I'm sure you get the idea. So just I can seamlessly go from seq01 to seq02 to seq03 to seq04 and back to seq01.
So I pipe all 4 to a sequence blend SOP. Now I need to switch ( or blend ) from one to another given some trigger.
So far so good, so I have it by default running seq01.
Then I setup a spare null to hold my triggers, made a parameter called trig_seq03 and another called trig_seq01.
So when I trigger trig_seq03 I want to wait for the correct frame in the seq01 loop, which is seq01_match ( at the timeline this could be anyframe, remember this is an ongoing loop ) , then at that frame, switch to seq02 which should be at frame seq02_match, relative to seq02_st.
You can see this gets really complex very quickly, right now I got huge expressions of nested if's. It gets so confusing that I need to take another approach.
That's 1 problem.
The 2nd one is that i'm running into infinite recursion, cause I need to check on what sequence is running, in order to switch to the next sequence.
Sorry I couldn't make this shorter. I guess this is the typical problem a game engine has resolved by default with standard tools.
Please, throw suggestions as to where I should look at.
Thanks.
edit *replaced “running loop” with “ongoing loop”*
So my setup is like this:
4 bgeo sequences, seq01 seq02 seq03 seq04
The main seqs are seq01 and seq03, which are cycles. seq02 is a transition between seq01 and seq03, and seq04 is a transition from seq03 and seq01.
seq01 loops indefinetly, cycle starts at frame seq01_st and ends at seq01_end
Likewise seq03
seq02 is a fixed animation starting at seq02_st and ending at seq02_end
So does analogously seq04
seq01 and seq02 share a common pose at a certain frame, for seq01 this is seq01_match, which is a frame near the end of its cycle. For seq02 it's seq02_match, which is near the start of its animation.
Likewise, seq02 and seq03, share a matching pose, I'm sure you get the idea. So just I can seamlessly go from seq01 to seq02 to seq03 to seq04 and back to seq01.
So I pipe all 4 to a sequence blend SOP. Now I need to switch ( or blend ) from one to another given some trigger.
So far so good, so I have it by default running seq01.
Then I setup a spare null to hold my triggers, made a parameter called trig_seq03 and another called trig_seq01.
So when I trigger trig_seq03 I want to wait for the correct frame in the seq01 loop, which is seq01_match ( at the timeline this could be anyframe, remember this is an ongoing loop ) , then at that frame, switch to seq02 which should be at frame seq02_match, relative to seq02_st.
You can see this gets really complex very quickly, right now I got huge expressions of nested if's. It gets so confusing that I need to take another approach.
That's 1 problem.
The 2nd one is that i'm running into infinite recursion, cause I need to check on what sequence is running, in order to switch to the next sequence.
Sorry I couldn't make this shorter. I guess this is the typical problem a game engine has resolved by default with standard tools.
Please, throw suggestions as to where I should look at.
Thanks.
edit *replaced “running loop” with “ongoing loop”*
Edited by - Sept. 21, 2013 20:56:31
Houdini Lounge » H12.5 Flipbooking Blank Frames?
- A-OC
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That happens to me to ! about 60% of the time.
I can't recreate either behavior at will.
Anyone has a take on this ?
I can't recreate either behavior at will.
Anyone has a take on this ?
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