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Technical Discussion » Is it a good idea to save .bgeo.gz or .sim.gz files?
- hanton
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Technical Discussion » Is it a good idea to save .bgeo.gz or .sim.gz files?
- hanton
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When saving the cache as .bgeo or .sim files, is it a good idea to compress them by saving as .bgeo.gz or .sim.gz files?
Houdini Lounge » easy way to repeat uv in houdini
- hanton
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Hi Dilesh, I found this in OdForum: http://forums.odforce.net/index.php?/topic/16884-material-projection/page__hl__tri#entry105469 [forums.odforce.net]
it may help you
it may help you
Houdini Indie and Apprentice » Delete geometry
- hanton
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Hi KiLa, I think the problem is you delete pieces which are inside the bounding box, so when your geometry goes through the bounding box, the deleted pieces will appear again, because they are not inside the bounding box anymore.
“scaling your bounding with the movement of your geometry”, could it solve your problem?
“scaling your bounding with the movement of your geometry”, could it solve your problem?
Houdini Lounge » color picker problem
- hanton
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Houdini Indie and Apprentice » Problem with old Masterclass Crumpling and Tearing
- hanton
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Hi, hudmike, please watch this: http://cmivfx.com/store/506-Houdini+Embers+And+Ash, [cmivfx.com] the third part of it talks about Crumbling
Houdini Indie and Apprentice » why a move inside flip object will disappear
- hanton
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Houdini Lounge » Expressions, best practice
- hanton
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In the tutorial “VEX Wrangle Workshop” http://www.sidefx.com/index.php?option=com_content&task=view&id=2512&Itemid=132, [sidefx.com] Ari Danesh said because of Houdini is built on VEX, using HScript will be faster if only want to play inside Houdini.
However, Python is a “Pipeline” language and has many powerful modules, so use it if want to communicate with other software or need to program seriously.
Also, the new Point Wrangle SOP is 10x faster than the Point SOP!
However, Python is a “Pipeline” language and has many powerful modules, so use it if want to communicate with other software or need to program seriously.
Also, the new Point Wrangle SOP is 10x faster than the Point SOP!
Houdini Indie and Apprentice » request: explicitly reference python 2.7 in OS X
- hanton
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you could install macport in your mac, and use
sudo port select –set python pythonXX (MacPorts 2.x)
sudo python_select pythonXX (MacPorts 1.x)
to set the python version explicitly.
http://superuser.com/questions/35256/how-can-i-change-the-default-python-version-on-snow-leopard#35288 [superuser.com]
sudo port select –set python pythonXX (MacPorts 2.x)
sudo python_select pythonXX (MacPorts 1.x)
to set the python version explicitly.
http://superuser.com/questions/35256/how-can-i-change-the-default-python-version-on-snow-leopard#35288 [superuser.com]
Houdini Indie and Apprentice » Replace particels with dynamic geometry
- hanton
- 36 posts
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i think the collision node in pop could help you if you just want to collide with the ground or other sops
Technical Discussion » Anyone know how to change the viewport RGB values for MacOS?
- hanton
- 36 posts
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please try this pathLibrary/Frameworks/Houdini.framework/Versions/12.5.316.22/Resources/houdini/config/3DSceneColors.bw
also, iFileX is a good tool to find files in the Mac
also, iFileX is a good tool to find files in the Mac
Houdini Indie and Apprentice » Alembic files - How to scale ?
- hanton
- 36 posts
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Work in Progress » Seeker - A Hanton Animation in 2013
- hanton
- 36 posts
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Houdini Indie and Apprentice » input and painted geometry don't have matching point counts
- hanton
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Hey guys,
I model a character with a “Primitive Type” of Primitive. Then I apply “Biped Auto Rig” to my character, push the “Create New Rig” button, it works, 2 new nodes “Biped_animation_rig” and “Biped_deform_rig” come up, and I can manipulate my rigging character correctly.
BUT, when I change the “Primitive Type” of my character to Polygon, my character disappears, and I see there is an ERROR “input and painted geometry don't have matching point counts” in the node “Biped_deform_rig/skin/paint_capture”. What's going on here?
Many thanks,
Hanton
Build: 11.0.775
OS: Windows 7 64 bit
I model a character with a “Primitive Type” of Primitive. Then I apply “Biped Auto Rig” to my character, push the “Create New Rig” button, it works, 2 new nodes “Biped_animation_rig” and “Biped_deform_rig” come up, and I can manipulate my rigging character correctly.
BUT, when I change the “Primitive Type” of my character to Polygon, my character disappears, and I see there is an ERROR “input and painted geometry don't have matching point counts” in the node “Biped_deform_rig/skin/paint_capture”. What's going on here?
Many thanks,
Hanton
Build: 11.0.775
OS: Windows 7 64 bit
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