Update:
I turns out that this happens with any object as soon as you use the move mode instead of the manipulator to transform the constrained object.
Reset all positions and rotations. Move the camera or the constrained object with the manipulator handle: no roll
Switch to move mode and move the constrained object: roll. Even if you switch then back to the manipulator the object will roll on transform.
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Technical Discussion » Camera and Upvector
- OneBigTree
- 378 posts
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Technical Discussion » Camera and Upvector
- OneBigTree
- 378 posts
- Offline
I'm trying to set up a simple Target camera as found in other 3d software:
Camera > Look at > Null, Upvector 0 1 0.
It turns out to work fine as long as I'm only moving the target null but as soon as I move the camera relative to the target, the camera starts to roll (rotate around object z). This happens even with rot z locked! When moving the camera rolls and stays in this pose on mouse release. When I click on the camera again it snaps back to a local Z 0 rotation or sometimes other rot z values.
I have noticed before, that the standard camera also produces unwanted rotation when using the target handle. Am I missing something here or is something weird going on?
Camera > Look at > Null, Upvector 0 1 0.
It turns out to work fine as long as I'm only moving the target null but as soon as I move the camera relative to the target, the camera starts to roll (rotate around object z). This happens even with rot z locked! When moving the camera rolls and stays in this pose on mouse release. When I click on the camera again it snaps back to a local Z 0 rotation or sometimes other rot z values.
I have noticed before, that the standard camera also produces unwanted rotation when using the target handle. Am I missing something here or is something weird going on?
Technical Discussion » Massive Issue with dualscreen desktops
- OneBigTree
- 378 posts
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MartybNz
I"m running Houdini on dual screens, AMD OsX. All working fine.OneBigTree
. I have no other problems with that in nuke, SI, AFX, maya, max and vegas.
I believe you may be unique in the world in having no problems with any of those packages : )
Only displaywise
Houdini Indie and Apprentice » Houdini Indie not such a good deal after all?
- OneBigTree
- 378 posts
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Actually I was using only one 3d view. What you see in the screenshots are just comparisons between single and dualscreen desktops in different states, not two instances of a 3d view or houdini. I had another issue where parts of an object were still present in the secen after hitting Alt N to create a new scene. I t only was deleted when I reloaded my desktop.
Houdini Indie and Apprentice » Houdini Indie not such a good deal after all?
- OneBigTree
- 378 posts
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OK, thanks for that info If support had told me that instead, it would've really helped….
PS: I really have to get used to getting direct response from a dev in a forum. I comes almost as a bit of a shock
PS: I really have to get used to getting direct response from a dev in a forum. I comes almost as a bit of a shock
Houdini Indie and Apprentice » Houdini Indie not such a good deal after all?
- OneBigTree
- 378 posts
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Are you using a dual screen desktop?
I reported this issue to support today and have been told it's related to an unsupported graphics card:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=34011 [sidefx.com]
I could really understand running into problems with complex shading and heavy scenes, but UI issues with one object? Please. I just bought the gtx 760 to do redshift GPU rendering. Why would I switch it? Better stick to SI then…
I reported this issue to support today and have been told it's related to an unsupported graphics card:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=34011 [sidefx.com]
I could really understand running into problems with complex shading and heavy scenes, but UI issues with one object? Please. I just bought the gtx 760 to do redshift GPU rendering. Why would I switch it? Better stick to SI then…
Edited by - Sept. 4, 2014 11:49:00
Houdini Indie and Apprentice » Houdini Indie not such a good deal after all?
- OneBigTree
- 378 posts
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I have just learned that one can run into display issues very soon with other videocards than quadro or fir gl. That means if you want to avoid the vrey low performance cheaper quadros you have to spent additional 2000 bucks or more to use houdini professionally. I find that irritating given that the industry is heading towards high quality directx viewports. Maybe another reason why houdin is and will ever be a niche product.
Houdini Learning Materials » Viewport Normals (aka Autosmoothing)
- OneBigTree
- 378 posts
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Houdini Learning Materials » Viewport Normals (aka Autosmoothing)
- OneBigTree
- 378 posts
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Is there a way to set a smoothing angle globally for the viewport?
I mean, so, that if I create a box it will show facetted an a sphere will show smoothed just like the facet sop, but globally, only for the viewport?
The facet tool is great for the finished model but completely awful for working.
I mean, so, that if I create a box it will show facetted an a sphere will show smoothed just like the facet sop, but globally, only for the viewport?
The facet tool is great for the finished model but completely awful for working.
Technical Discussion » Massive Issue with dualscreen desktops
- OneBigTree
- 378 posts
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It seem that either display and UI are not correctly updated or networks are not correctly evaluated with dualscreen Desktops. In the example I created some groupnodes and some blast nodes to delete primitives based on the groups. Wiht my custom dualscreen desktops, the node behave unpredictable. Sometimes the groups are highlited when selecting the groupnode sometimes not. Sometimes the blastnodes delete the group, sometimes they don't. Things like that happen in other nets too, parameter not updating in shops etc. As soon as I switch to a factory desktop, the problems are gone. This has cost me some time already until I found out it is the dualscreen desktop. I'm running a houdini indie on a win7 with a gtx760. I have no other problems with that in nuke, SI, AFX, maya, max and vegas.
I have attached a few screenshots. All I did between the screenshots was switching between houdini desktops. It's repeatable. And very annoying.
So maybe some one could test and confirm it? I have attached the dual.desk which I'm using.
Many thanks
I have attached a few screenshots. All I did between the screenshots was switching between houdini desktops. It's repeatable. And very annoying.
So maybe some one could test and confirm it? I have attached the dual.desk which I'm using.
Many thanks
Technical Discussion » Houdini Help stopped working (SOLVED)
- OneBigTree
- 378 posts
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When clicking on Houdini Help, the browser opens and stays blank -or shows the last forumpage I visited.
It worked a few moments ago. I restarted Houdini (Indie) several times but no luck. I need Help (literally)
Edit: I had to restart my workstation to get the help work again. I hope this doesn't happen frequently (I just started to dive into my new Indie version)
It worked a few moments ago. I restarted Houdini (Indie) several times but no luck. I need Help (literally)
Edit: I had to restart my workstation to get the help work again. I hope this doesn't happen frequently (I just started to dive into my new Indie version)
Houdini Indie and Apprentice » Camera and Lookat
- OneBigTree
- 378 posts
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Houdini Indie and Apprentice » Camera and Lookat
- OneBigTree
- 378 posts
- Offline
Houdini Indie and Apprentice » Camera and Lookat
- OneBigTree
- 378 posts
- Offline
I am using the transform handles, not the orientation handles. But either way, the camera rolls. I think I have to make a video… :roll:
Houdini Indie and Apprentice » Camera and Lookat
- OneBigTree
- 378 posts
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Hi arctor, I´m using build .547
It indeed shows the behavior you described, except all my rotation values stay at 0 although the camera rolls when moved by the handle. Weird.
I wonder why there´s no other thread in the forums about this, I mean the camera is the most fundamental component of a scene after all.
Anyway, thanks for your support!
I´ll just ignore the camera for now.
It indeed shows the behavior you described, except all my rotation values stay at 0 although the camera rolls when moved by the handle. Weird.
I wonder why there´s no other thread in the forums about this, I mean the camera is the most fundamental component of a scene after all.
Anyway, thanks for your support!
I´ll just ignore the camera for now.
Houdini Indie and Apprentice » Camera and Lookat
- OneBigTree
- 378 posts
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Thanks arctor, thats´s exactly what I was looking for.
Strange workflow though…
Edit: It turns out that the transform handle won´t align to the object anymore if rotation is locked. Why is it so hard to set up a simple camera in a 7000 $ software?
Strange workflow though…
Edit: It turns out that the transform handle won´t align to the object anymore if rotation is locked. Why is it so hard to set up a simple camera in a 7000 $ software?
Houdini Indie and Apprentice » Camera and Lookat
- OneBigTree
- 378 posts
- Offline
Hi Michael,
I mean, creating a targeted camera it is usually done with a lookat constraint with an upvector that keeps the cameras X-axis always parallel to the horizon. In Houdini however I can´t seem to get this working with the lookat parameter. Even if “use up vector” is on and orientation is set to 0,1,0, the camera rolls when I move it horizontally and it is not on Y=0. It´s the same behavior when I try to orient the cam with the orientation manipulators, and it´s very inconvenient. Am I missing something?
I mean, creating a targeted camera it is usually done with a lookat constraint with an upvector that keeps the cameras X-axis always parallel to the horizon. In Houdini however I can´t seem to get this working with the lookat parameter. Even if “use up vector” is on and orientation is set to 0,1,0, the camera rolls when I move it horizontally and it is not on Y=0. It´s the same behavior when I try to orient the cam with the orientation manipulators, and it´s very inconvenient. Am I missing something?
Houdini Indie and Apprentice » Camera and Lookat
- OneBigTree
- 378 posts
- Offline
Hi all,
I was wondering if there´s any method of creating a lookat constraint for a camere, that keeps the camera levelled when orbiting around the target, like for example in …. any other 3d software?
I couldn´t find it in the manual or here in the forums.
Any help appreciated.
Thanks
I was wondering if there´s any method of creating a lookat constraint for a camere, that keeps the camera levelled when orbiting around the target, like for example in …. any other 3d software?
I couldn´t find it in the manual or here in the forums.
Any help appreciated.
Thanks
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