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Technical Discussion » Questions on `hou.putenv()`
- edward
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JOB is special see https://www.sidefx.com/docs/houdini/hom/hou/allowEnvironmentToOverwriteVariable.html [www.sidefx.com]
Rigging » Errrors painting skin weights (jointcapturepaint)
- edward
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Can you try the latest production build? If it's still reproducing there, then please log a bug with a sample hip file along with steps to reproduce using the sample hip file: https://www.sidefx.com/bugs/#/create/ [www.sidefx.com]
Houdini Indie and Apprentice » Can't open files in Houdini
- edward
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Those warnings can be safely ignored. The "Invalid source" error is the real issue. It cannot find file mentioned. Make sure the file exists at that file path.
Rigging » How to Hijack Mocap Stream Node?
- edward
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Sorry, the Mocap Stream also has the Raw TCP option. Websockets is this whole thing on top of TCP that requires handshaking, which the Raw TCP option doesn't support (it can only receive from the device, not send to it).
I think that if you need Websockets, then it's either your own Python SOP (with Maintain State enabled) using some python websocket client to parse it. Or for speed, a C++ Mocap Stream plugin.
I think that if you need Websockets, then it's either your own Python SOP (with Maintain State enabled) using some python websocket client to parse it. Or for speed, a C++ Mocap Stream plugin.
Edited by edward - March 20, 2024 17:55:41
Rigging » How to Hijack Mocap Stream Node?
- edward
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Are you sending back data? The port that you're connecting to needs to be on UDP. There's no "protocol" here other than UDP transport.
Rigging » How to Hijack Mocap Stream Node?
- edward
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What data are you sending it? If it's some custom thing, then "Raw UDP Data" is the only option here:
(https://www.sidefx.com/docs/houdini/nodes/sop/kinefx--mocapstream.html [www.sidefx.com] )
(https://www.sidefx.com/docs/houdini/nodes/sop/kinefx--mocapstream.html [www.sidefx.com] )
Raw UDP Data
This can be useful for prototyping streaming from new devices. All it does is start a UDP server on the given port, and output the most recently received packet’s contents in the data detail attribute. This is a common protocol for mocap data, you could wire this into a python SOP to parse the data and output a skeleton.
Note that the node will likely recook slower than you are receiving the packets so this approach doesn’t work if you need to read every packet, or if there’s state to keep track of across multiple packets. To accomplish this, you can create a C++ plugin.
Houdini Learning Materials » 2D Curves Metaball
- edward
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Technical Discussion » Rigpose with wind SOP
- edward
- 7721 posts
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I can't tell how you're trying to add dynamics but maybe this tutorial might have some answers for using Vellum: https://www.youtube.com/watch?v=SanFSW1dcuY [www.youtube.com]
Technical Discussion » VDB from Polygons: non-watertight geos?
- edward
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Technical Discussion » VDB from Polygons: non-watertight geos?
- edward
- 7721 posts
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Another option might be Tet Embed followed by a VDB From Polygons.
EDIT: And also turn off Enlarge Input Mesh on the Tet Embed
EDIT: And also turn off Enlarge Input Mesh on the Tet Embed
Edited by edward - March 13, 2024 17:04:23
Rigging » conditionals using ifbegin/ifend in APEX
- edward
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Maybe what we're missing is an IfElse node? So for single If blocks, you would insert the IfElse node right before the IfEnd and then you put all the stuff you want when the condition is False in between the IfElse and IfEnd nodes. The only question with this approach is whether the values you use inside the else block need to be connected in from the IfBegin or not.
Technical Discussion » APEX and Invocation of rig graphs
- edward
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Technical Discussion » APEX and Invocation of rig graphs
- edward
- 7721 posts
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traileverse
essentially I want a better understanding of how to use such a setup to create the packed shape and rig prims and get them to be picked up by the animation state and when does houdini treat the APEX graph as a rig graph?
It's done by naming. The "Foo.char" folder is treated like a character, and then the .rig inside is treated as a rig. The .rig's graph inputs gives the names that it needs from the other character elements.
Technical Discussion » APEX and Invocation of rig graphs
- edward
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The difference with APEX compared with traditional Object-based rigging is that a lot of structure that was sort of black box before is now explicit. So it's more low-level. However, for simple cases like this, we have built up some utilities to do it in the context of an APEX "Scene" like the APEX Scene Add Prop SOP (see attached).
You don't really want to use the APEX Invoke Graph SOP directly since it is a lower-level building block.
You don't really want to use the APEX Invoke Graph SOP directly since it is a lower-level building block.
Rigging » Scaling Two Bone IK
- edward
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Rigging » conditionals using ifbegin/ifend in APEX
- edward
- 7721 posts
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Maybe you're thinking of a TwoWaySwitch? For IfBegin/IfEnd blocks, the graph enclosed within them are only executed if the condition into the IfBegin is true.
Rigging » Gimbal Rotation order in Apex
- edward
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Magnus_Mller
In Maya when exposing the rotation order it's automatically added as an enum (list menu). I think to get that to work in apex it would require a lot more setup, and best I can think of it to map an abstract ctrl (float value) to some remap and switches. Is there a more user friendly way to set that up?
That's a good RFE I think to expose something on the handle for doing this if the rotation order is promoted. Please log it?
Technical Discussion » Onion Skin can not work in H20 , is it a bug?
- edward
- 7721 posts
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This was a regression in the initial release build which should have since been fixed. I did a quick try in my 20.0.590 build and it seems to be working there.
Animation » Full Body IK - Bug or intended - Demo scene included
- edward
- 7721 posts
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Rigging » Gimbal Rotation order in Apex
- edward
- 7721 posts
- Online
The benefit of the KineFX Rig Pose workflow is that the "rig" you're using is basically the Rig Pose SOP itself and it's applied just in time to modify the animation. In the APEX rigging world, you're using a persistent rig in the character, so to change the rotation order, you need to modify the controller in the rig itself. The APEX Animate SOP isn't as procedural it should be right now which makes this a bit difficult to do. It might be easier actually to extract out the separate components of an APEX character to do procedural animation modifications currently.
Edited by edward - March 8, 2024 17:15:12
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