Hi..
Is anyone else having trouble with the paint weight tool on a 64bit linux system.
As soon as I resize the tool and click to paint weights crash, everytime.
So for the moment I'm stuck with editing point weights which is a pain
as I will soon be trying to weight paint muscles… Oh boy.
Admittedly I'm not using Debian 64, but I also had the same problem on debian 64.
So I decided to return to Archlinux64, which I trust far more.
Regards and Thanks
Tom
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Technical Discussion » paint weight tool on 64bit linux
- thomaskinga
- 65 posts
- Offline
Technical Discussion » Houdini works fine on FC5 except..
- thomaskinga
- 65 posts
- Offline
The best way to set up your application resolution is to simply give it the -geometry settings on startup (when you start the application up that is..)
so..
one could try: hescape -geometry 1600x1200+0+0
It breaks dow to this 1600x1200 = width x height (depends on your window manager, as borders and title bars take up screen real-estate)
+0+0 = x , y location to place the window (0,0 top left).
The way I found out my maximum appplication screen size was to run for example..
mozilla, then I moved it to the top left of my screen ie +0+0, then I draged the resize
handles located at the bottom right until the application window (mozilla) was maxed out.
I then made a note of the display size info which pops up automatically while I resize
windows and bingo…I had it..
BUT, if your window manager does not tell you the screen size as you resize a window..
You can simply use xwininfo at a command prompt, you will get a message telling you
to:
Please select the window about which you
would like information by clicking the
mouse in that window.
Click the maximised mozilla window and you will see something like
-geometry 1266x990+0+0
on the last line… and you have it…
You might need to open an xterm or rxvt and “Alt+Tab” to it after you have maximised
your mozilla window.
I used mozilla in this example, as using a terminal based application will not work too well..
If you are unable to maximise the mozilla window, you might as well guess and if that
fails then, you will need to have a look at your window manager settings, as most
window managers allow you to define a maximum window size…
If you still have problems, tell me which window manager you use and I will try and
look it up for you..
Good luck..
so..
one could try: hescape -geometry 1600x1200+0+0
It breaks dow to this 1600x1200 = width x height (depends on your window manager, as borders and title bars take up screen real-estate)
+0+0 = x , y location to place the window (0,0 top left).
The way I found out my maximum appplication screen size was to run for example..
mozilla, then I moved it to the top left of my screen ie +0+0, then I draged the resize
handles located at the bottom right until the application window (mozilla) was maxed out.
I then made a note of the display size info which pops up automatically while I resize
windows and bingo…I had it..
BUT, if your window manager does not tell you the screen size as you resize a window..
You can simply use xwininfo at a command prompt, you will get a message telling you
to:
Please select the window about which you
would like information by clicking the
mouse in that window.
Click the maximised mozilla window and you will see something like
-geometry 1266x990+0+0
on the last line… and you have it…
You might need to open an xterm or rxvt and “Alt+Tab” to it after you have maximised
your mozilla window.
I used mozilla in this example, as using a terminal based application will not work too well..
If you are unable to maximise the mozilla window, you might as well guess and if that
fails then, you will need to have a look at your window manager settings, as most
window managers allow you to define a maximum window size…
If you still have problems, tell me which window manager you use and I will try and
look it up for you..
Good luck..
Houdini Lounge » Is there someone using Houdini with xorg-7.0?
- thomaskinga
- 65 posts
- Offline
Basically, the rgb.txt file is not where it should be for this version of houdini or the location has been changed by X (Xorg).
The way I resolved this problem was by finding the rgb.txt file
and copying it into my $HOME/houdini8.1/
So I simply did this
1) cd /
2) find . -print | grep -i rgb.txt
eventually it should print out something like “/usr/X11R6/lib/X11/rgb.txt”,
you can then simply..
3) cp /usr/X11R6/lib/X11/rgb.txt $HOME/houdini8.1/
That should do it… (if not, copy the same file into the houdini install home, eg /opt/hfs81../)
Good luck..
The way I resolved this problem was by finding the rgb.txt file
and copying it into my $HOME/houdini8.1/
So I simply did this
1) cd /
2) find . -print | grep -i rgb.txt
eventually it should print out something like “/usr/X11R6/lib/X11/rgb.txt”,
you can then simply..
3) cp /usr/X11R6/lib/X11/rgb.txt $HOME/houdini8.1/
That should do it… (if not, copy the same file into the houdini install home, eg /opt/hfs81../)
Good luck..
Technical Discussion » Interface Problem
- thomaskinga
- 65 posts
- Offline
Technical Discussion » Interface Problem
- thomaskinga
- 65 posts
- Offline
Basically, the rgb.txt file is not where it should be for this version of houdini or the location
has been changed by X (Xorg).
The way I resolved this problem was by finding the rgb.txt file
and copying it into my $HOME/houdini8.1/ or was it my /opt/hfs81…..
So I simply did this
1) cd /
2) find . -print | grep -i rgb.txt
eventually it should print out something like “/usr/X11R6/lib/X11/rgb.txt”,
you can then simply..
3) cp /usr/X11R6/lib/X11/rgb.txt $HOME/houdini8.1/
That should do it… (if not, copy the same file into the houdini install home, eg /opt/hfs81../)
Good luck..
has been changed by X (Xorg).
The way I resolved this problem was by finding the rgb.txt file
and copying it into my $HOME/houdini8.1/ or was it my /opt/hfs81…..
So I simply did this
1) cd /
2) find . -print | grep -i rgb.txt
eventually it should print out something like “/usr/X11R6/lib/X11/rgb.txt”,
you can then simply..
3) cp /usr/X11R6/lib/X11/rgb.txt $HOME/houdini8.1/
That should do it… (if not, copy the same file into the houdini install home, eg /opt/hfs81../)
Good luck..
Houdini Lounge » sprite procedural help
- thomaskinga
- 65 posts
- Offline
Wolfwood is right…
You will need to make sure you check other nodes which might possibly be used
in conjunction with sprites, that's houdini I'm afraid, being a node based system
makes it its streangth and its weakness, full documentation is practically impossible,
due to the possible combinations…
…
You will need to make sure you check other nodes which might possibly be used
in conjunction with sprites, that's houdini I'm afraid, being a node based system
makes it its streangth and its weakness, full documentation is practically impossible,
due to the possible combinations…
…
Houdini Lounge » sprite procedural help
- thomaskinga
- 65 posts
- Offline
It sounds like you have hit that wall called hescape particle/sprite documentation.
The variables you are talking about are practically impossible to locate.
Unfortunately using the particle SOP method to control and render sprites will cause
you a great deal of frustration, as I believe development of the particle SOP was halted
a number of versions to make way for POPs, which can only be found in HMaster ,
as for the the documentation, that too has been hidden away.
I guess you have had a look at the particle SOP document or lack there of.
I'm also guessing that you have gone throught 3DBuzz's particle VTMs and now you want
more info, that's where I found myself too. I had hoped the new houdini book was going
to solve the problem, not a word about it… I learned more from 3DBuzz's VTMs which
made the book seem like a waste of my time…
Conclusion: I'm affraid the particle SOP is now a legacy tool, not to say it can't do almost
anything you can with POPs, but without more information/documentation, I guess it
will not be an easy road without POPs, which is heavily documented. It's still a powerfull
tool, just make sure you play around in the vex builder, once I started to do that, it all
started to become a little clearer…
good luck..
The variables you are talking about are practically impossible to locate.
Unfortunately using the particle SOP method to control and render sprites will cause
you a great deal of frustration, as I believe development of the particle SOP was halted
a number of versions to make way for POPs, which can only be found in HMaster ,
as for the the documentation, that too has been hidden away.
I guess you have had a look at the particle SOP document or lack there of.
I'm also guessing that you have gone throught 3DBuzz's particle VTMs and now you want
more info, that's where I found myself too. I had hoped the new houdini book was going
to solve the problem, not a word about it… I learned more from 3DBuzz's VTMs which
made the book seem like a waste of my time…
Conclusion: I'm affraid the particle SOP is now a legacy tool, not to say it can't do almost
anything you can with POPs, but without more information/documentation, I guess it
will not be an easy road without POPs, which is heavily documented. It's still a powerfull
tool, just make sure you play around in the vex builder, once I started to do that, it all
started to become a little clearer…
good luck..
Technical Discussion » houdini Debian 64bit
- thomaskinga
- 65 posts
- Offline
Technical Discussion » houdini Debian 64bit
- thomaskinga
- 65 posts
- Offline
Technical Discussion » Capturing Geometry/character tools ...
- thomaskinga
- 65 posts
- Offline
Technical Discussion » Capturing Geometry/character tools ...
- thomaskinga
- 65 posts
- Offline
Hi..
Can someone tell me if it is best to capture geometry before or ofter
texturing, I will asume from my tests that it's best to capture after
texturing as I will be able to lock the texturing, mapping, etc…
What about editing capture regions and weights, it seems to be
just too slow for any real life usage/work. My workflow justs
dies when it comes to bones and weighting, what am I doing wrong ?
I tried modeling a low poly version and using mantra to the render
a sub-d version, but detail is lostl…
Anyone having any success with the character tools when having to deal
with detailed characters (20,000+ polys) ?
I have a dual opteron 246, 2Gb, ATI FireGL 5100 (PCI express)
Can anyone also tell me if my dual system only comes into use while rendering,
or can I set houdini escape to use the two while modeling too… I ask because
when ever I convert polys to nurbs or etc…. hescape slows down and only
1 cpu is 100% shile the other is bored stupid…
Thanks
Tom
Can someone tell me if it is best to capture geometry before or ofter
texturing, I will asume from my tests that it's best to capture after
texturing as I will be able to lock the texturing, mapping, etc…
What about editing capture regions and weights, it seems to be
just too slow for any real life usage/work. My workflow justs
dies when it comes to bones and weighting, what am I doing wrong ?
I tried modeling a low poly version and using mantra to the render
a sub-d version, but detail is lostl…
Anyone having any success with the character tools when having to deal
with detailed characters (20,000+ polys) ?
I have a dual opteron 246, 2Gb, ATI FireGL 5100 (PCI express)
Can anyone also tell me if my dual system only comes into use while rendering,
or can I set houdini escape to use the two while modeling too… I ask because
when ever I convert polys to nurbs or etc…. hescape slows down and only
1 cpu is 100% shile the other is bored stupid…
Thanks
Tom
Technical Discussion » Using Houdini Escape: Select/Edit Geometry doesn't work
- thomaskinga
- 65 posts
- Offline
The transform SOP is great for positioning/relocating/manipulating, but as you work with it
it will keep on laying down new transform sops everytime you select a new
point/face, etc….
So, it's great for manipulating procedually as each sop laid down can be labelled
and will allow for better procedural control.
But the edit SOP allows you to manipulate an object.point/faces, etc.. until you
are hapy with the result, remmember with the Edit SOP you can also use the
sculpt mode, which is great for organic manipulation…Don't forget the Peak option,
which allows you to move points/faces,etc.. along their normals (GREAT)..
Hope this helps..
Tom
it will keep on laying down new transform sops everytime you select a new
point/face, etc….
So, it's great for manipulating procedually as each sop laid down can be labelled
and will allow for better procedural control.
But the edit SOP allows you to manipulate an object.point/faces, etc.. until you
are hapy with the result, remmember with the Edit SOP you can also use the
sculpt mode, which is great for organic manipulation…Don't forget the Peak option,
which allows you to move points/faces,etc.. along their normals (GREAT)..
Hope this helps..
Tom
Technical Discussion » Using Houdini Escape: Select/Edit Geometry doesn't work
- thomaskinga
- 65 posts
- Offline
After creating for example a box sop and laying down an edit sop,
you need to make sure your selection is in the mode you require,
eg hitting 1 allows you to select points, 2 edges, 3 etc…
Also make sure the box sop is of the type you require ie polygon, nurbs,mesh…
And remember if it's nurbs trying to select and edge will prove fruitless unless
you have the hulls visible, which can be been from the column of icons on the right
of the viewer pane…
A quick tip is to hit the = key, as doing so will allow you to edit points, edges, etc..
without having to click on the reselect button every time…
Hope this helps…
Tom
you need to make sure your selection is in the mode you require,
eg hitting 1 allows you to select points, 2 edges, 3 etc…
Also make sure the box sop is of the type you require ie polygon, nurbs,mesh…
And remember if it's nurbs trying to select and edge will prove fruitless unless
you have the hulls visible, which can be been from the column of icons on the right
of the viewer pane…
A quick tip is to hit the = key, as doing so will allow you to edit points, edges, etc..
without having to click on the reselect button every time…
Hope this helps…
Tom
Houdini Lounge » Houdini Apprentice crash....on Linux
- thomaskinga
- 65 posts
- Offline
Hi..
Give this a shot..
Do the usual…
csh
source houdini_setup
But then cd into the houdini /bin directory and enter..
ldd hmaster
You will then get a list of all the libraries houdini needs to run correctly..
From there you should be able to tell if one or two are missing..
And if they are, install them…
It can get a little tricky as the names don't always give away the name
of the packages…
Good luck.
Tom
Give this a shot..
Do the usual…
csh
source houdini_setup
But then cd into the houdini /bin directory and enter..
ldd hmaster
You will then get a list of all the libraries houdini needs to run correctly..
From there you should be able to tell if one or two are missing..
And if they are, install them…
It can get a little tricky as the names don't always give away the name
of the packages…
Good luck.
Tom
Technical Discussion » Hidden gems (attributes..spritescale...)
- thomaskinga
- 65 posts
- Offline
Hi deecue..
What a great little tool..
I never really consider creating OTLs, I think I will have to start
creating OTLs more often. I have a habit of trying to remmember
everything so as not to forget…
A little daft I know, but it allows me to improve on any previous
networks I may have worked on.
Thanks again deecue
Tom
What a great little tool..
I never really consider creating OTLs, I think I will have to start
creating OTLs more often. I have a habit of trying to remmember
everything so as not to forget…
A little daft I know, but it allows me to improve on any previous
networks I may have worked on.
Thanks again deecue
Tom
Technical Discussion » Hidden gems (attributes..spritescale...)
- thomaskinga
- 65 posts
- Offline
Hi.. deecue
Great and Thanks..
I'll grab it and play around with it…
Dumb you are not…
I think that word is reserved for me…
Regards
Tom
Great and Thanks..
I'll grab it and play around with it…
Dumb you are not…
I think that word is reserved for me…
Regards
Tom
Technical Discussion » Hidden gems (attributes..spritescale...)
- thomaskinga
- 65 posts
- Offline
Hi..
Can anyone direct me to where I can find attributes such as spritescale, etc…
Hescape does not have POPs, so I must rely on such attributes and
finding them is appears to be impossible…
Regards
Tom
Can anyone direct me to where I can find attributes such as spritescale, etc…
Hescape does not have POPs, so I must rely on such attributes and
finding them is appears to be impossible…
Regards
Tom
Technical Discussion » environment map question
- thomaskinga
- 65 posts
- Offline
Hi..
You should be able to use isixpack to create environment/reflection maps from images.
You can simply go into the houdini bin folder using the command prompt/line (cmd for
windows I guess) and enter isixpack for a quick help on the usage of the tool.
The other command line tool to have a look at is iconvert.
Hope that helps..
Tom
You should be able to use isixpack to create environment/reflection maps from images.
You can simply go into the houdini bin folder using the command prompt/line (cmd for
windows I guess) and enter isixpack for a quick help on the usage of the tool.
The other command line tool to have a look at is iconvert.
Hope that helps..
Tom
Technical Discussion » Scaling problem
- thomaskinga
- 65 posts
- Offline
Hi..
What a coinsidence..
Yesterday I suffered all day with this problem, my project is suffering from
these kind of nooks and crannies.
Getting objects to face the correct direction, relocating pivot points, diconnecting
handles etc…
Hey, is it me or is houdini just a pain for modeling. I'm always having trouble
with construction planes, grids, local and global etc…
I really need to understand the difference between SOP level construction,
Object level construction plane and Subnet level construction planes,
once you have SOPs within Geometries and Subnets, the scaling, translating
and rotating any issues become exponentially problematic, the problems
have had me rebuilding networks for days/weeks. Maybe that's why houdini
is mainly used for FX, day to day modeling and animating within houdini
simply requires a amount of time of expertise/resources for it to be a
viable tool for anything other than FX.
I'm really starting to consider the facts, if the tool gets in the way of the job,
then it's time to painfully consider another tool…
Regards
Tom
What a coinsidence..
Yesterday I suffered all day with this problem, my project is suffering from
these kind of nooks and crannies.
Getting objects to face the correct direction, relocating pivot points, diconnecting
handles etc…
Hey, is it me or is houdini just a pain for modeling. I'm always having trouble
with construction planes, grids, local and global etc…
I really need to understand the difference between SOP level construction,
Object level construction plane and Subnet level construction planes,
once you have SOPs within Geometries and Subnets, the scaling, translating
and rotating any issues become exponentially problematic, the problems
have had me rebuilding networks for days/weeks. Maybe that's why houdini
is mainly used for FX, day to day modeling and animating within houdini
simply requires a amount of time of expertise/resources for it to be a
viable tool for anything other than FX.
I'm really starting to consider the facts, if the tool gets in the way of the job,
then it's time to painfully consider another tool…
Regards
Tom
Technical Discussion » support@sidefx.com
- thomaskinga
- 65 posts
- Offline
Thanks…
I understand where you guys are coming from.
I guess I can get a little too passionate about my gripes…
So, lets end this one with a
Over And Out
I understand where you guys are coming from.
I guess I can get a little too passionate about my gripes…
So, lets end this one with a
Over And Out
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