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Technical Discussion » Lasso/Laser as Default?
- Werner Ziemerink
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Technical Discussion » Lasso/Laser as Default?
- Werner Ziemerink
- 1265 posts
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I'm using the hotkeys, but would like Houdini to start up with lasso mode active. Nothing in the help file about setting defaults for this.
It should be possible by setting environment variables I guess.
It should be possible by setting environment variables I guess.
Technical Discussion » Lasso/Laser as Default?
- Werner Ziemerink
- 1265 posts
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Is it possible to fire up Houdini with the lasso selection or laser select mode by default?
Technical Discussion » pscale
- Werner Ziemerink
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Why don't you use an ‘Attribute Randomize’ SOP instead of the attribVOP. It can be done with the VOPSOP, but Atrribute randomize makes this very easy.
Change the attribute name to pscale and play with the min max settings.
To get your method to work, you need to use the bind export vop, instead of the Add attribute in side the ArrtibVOP. Just set the attribute name to pscale in the bind export.
Change the attribute name to pscale and play with the min max settings.
To get your method to work, you need to use the bind export vop, instead of the Add attribute in side the ArrtibVOP. Just set the attribute name to pscale in the bind export.
Technical Discussion » Fur on Blendshapes
- Werner Ziemerink
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Fixed. Today it works as expected…still not sure why the points kept crawling over the surface once blendshapes were applied.
Technical Discussion » Fur on Blendshapes
- Werner Ziemerink
- 1265 posts
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Hi,
I'm having a problem with fur crawling over the surface of my object when a blendshape kicks in.
Any idea how to keep the points from moving while blending shapes?
I'm having a problem with fur crawling over the surface of my object when a blendshape kicks in.
Any idea how to keep the points from moving while blending shapes?
Technical Discussion » rendering lighting issues
- Werner Ziemerink
- 1265 posts
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Work in Progress » Neon Sign - Part 2 - Rendering
- Werner Ziemerink
- 1265 posts
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Work in Progress » Houdini journey
- Werner Ziemerink
- 1265 posts
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SI Users » project "Houdini, a great modeler"
- Werner Ziemerink
- 1265 posts
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Houdini Learning Materials » Tutorials
- Werner Ziemerink
- 1265 posts
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Houdini Indie and Apprentice » uniform uv map for a sweep object?
- Werner Ziemerink
- 1265 posts
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Houdini Learning Materials » Time line arrow keys
- Werner Ziemerink
- 1265 posts
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Houdini Learning Materials » Time line arrow keys
- Werner Ziemerink
- 1265 posts
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I don't want to change the shortcut keys.
When using the right and left arrow keys to step throught the timeline, it automatcaly starts to play once you hold down the arrow key. This is what I want to switch off. Stepping through the timeline should stop as soon as I let go of the arrow key.
When using the right and left arrow keys to step throught the timeline, it automatcaly starts to play once you hold down the arrow key. This is what I want to switch off. Stepping through the timeline should stop as soon as I let go of the arrow key.
Houdini Learning Materials » Time line arrow keys
- Werner Ziemerink
- 1265 posts
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Is there a way to switch off the automatic play function that happens when you hold down the left or right arrow keys to move through the timeline?
I can't find anything in the preferences.
I can't find anything in the preferences.
Houdini Learning Materials » Arc interpolated Shape
- Werner Ziemerink
- 1265 posts
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Thanks Jeff and Aizatulin. I appreciate your time.
Jeff - I would use this tool at the SOP level as it would mostly be used during the character setup stage. Animators would almost never touch the inner workings.
This has saved me a couple of times in Softimage if we needed quick and nasty facial shapes but wanted a little more control (fake skin sliding over muscles of cheeks or eyelids).
I've created a Digital Asset, but have other problems getting it to work with my limited knowledge of Houdini. I need to be able to ad more than one ‘shape’ at a time, and manual setting up of groups to isolate behaviour is not the way to go. I need a way to get point groups out of the edit and sculpt SOPs (with Soft radius points included) to make it easier to use.
I used subtraction of point positions in VOPs to isolate only points that gets affected by the new shape, but it becomes messy when new shapes are added later.
When working with shapes in Softimage, the edited points gets put in a cluster(group) by default, and makes it easy to pull into ICE and add them together. This would be very handy as an option in Houdini. Maybe I'm missing something here. Any help would be welcome.
Another question…is it possible to have more than 4 inputs on an AttribVop node?
Aizatulin - I will have a look at your example and give feedback asap. Thanks for taking the time.
Jeff - I would use this tool at the SOP level as it would mostly be used during the character setup stage. Animators would almost never touch the inner workings.
This has saved me a couple of times in Softimage if we needed quick and nasty facial shapes but wanted a little more control (fake skin sliding over muscles of cheeks or eyelids).
I've created a Digital Asset, but have other problems getting it to work with my limited knowledge of Houdini. I need to be able to ad more than one ‘shape’ at a time, and manual setting up of groups to isolate behaviour is not the way to go. I need a way to get point groups out of the edit and sculpt SOPs (with Soft radius points included) to make it easier to use.
I used subtraction of point positions in VOPs to isolate only points that gets affected by the new shape, but it becomes messy when new shapes are added later.
When working with shapes in Softimage, the edited points gets put in a cluster(group) by default, and makes it easy to pull into ICE and add them together. This would be very handy as an option in Houdini. Maybe I'm missing something here. Any help would be welcome.
Another question…is it possible to have more than 4 inputs on an AttribVop node?
Aizatulin - I will have a look at your example and give feedback asap. Thanks for taking the time.
Technical Discussion » Cloth collision with Alembic mesh not working.
- Werner Ziemerink
- 1265 posts
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Nevermind. I found a workaround.
If anyone is interested…
- Export just first frame of your character mesh as obj or alembic.
- Use this static mesh as the collider and append a point SOP after the file node.
- Use the alembic sequence as the second input of the point SOP and set the expression to $TX2 $TY2 and $TZ2
Done!
Thanks mandrake. I will have a look and let you know if it works.
If anyone is interested…
- Export just first frame of your character mesh as obj or alembic.
- Use this static mesh as the collider and append a point SOP after the file node.
- Use the alembic sequence as the second input of the point SOP and set the expression to $TX2 $TY2 and $TZ2
Done!
Thanks mandrake. I will have a look and let you know if it works.
Technical Discussion » Cloth collision with Alembic mesh not working.
- Werner Ziemerink
- 1265 posts
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I've imported an Alembic character sequence from Softimage (with point velocities exported) and created a shirt cloth object.
Collision does not work and I presume it is because it is a sequence of meshes with no velocity data on them? Not sure why Houdini can't see/read the exported point velocities.
What would be the right way to get this to work?
Collision does not work and I presume it is because it is a sequence of meshes with no velocity data on them? Not sure why Houdini can't see/read the exported point velocities.
What would be the right way to get this to work?
SI Users » project "Houdini, a great modeler"
- Werner Ziemerink
- 1265 posts
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Houdini Lounge » Houdini 14 review on CGPress
- Werner Ziemerink
- 1265 posts
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