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Technical Discussion » Problem re-naming Edit Op
- edward
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Are you sure about that? It should say $HOME/houdini5.5, without c in front of it. From your Environment Variables tab, double-check that your HOME environment variable says cHOME.
Technical Discussion » Red Hat Houdini installation
- edward
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Yes, your network card needs to be correctly set up on Linux even if it does not have internet access. If you check out a recent Linux thread, one problem might be that you don't have a loopback set up for the alias localhost. Do a seach for localhost on the forums.
You don't need an internet connection to obtain licenses. Instructions for the link can be found on the FAQ on the Apprentice CD.
You don't need an internet connection to obtain licenses. Instructions for the link can be found on the FAQ on the Apprentice CD.
Technical Discussion » Red Hat Houdini installation
- edward
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hkey does not require licensing. If you can't start hkey and source houdini_setup works, then it's a graphics card/driver problem. If you type “rpm -qa | grep -i nvidia” what do you get?
Anyhow, here's how you would check licensing without hkey: (note that on the hserver line, the option is a lowercase L.)
tcsh
cd /usr/hfs5.5
source houdini_setup
sesictrl -i
hserver -l
Anyhow, here's how you would check licensing without hkey: (note that on the hserver line, the option is a lowercase L.)
tcsh
cd /usr/hfs5.5
source houdini_setup
sesictrl -i
hserver -l
Technical Discussion » Red Hat Houdini installation
- edward
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No error message at all? What does it say if instead of typing “./hkey”, you type “which hkey” ?
Technical Discussion » Red Hat Houdini installation
- edward
- 7734 posts
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What exactly happens when you run hkey? Are you simply unable to start hkey or does hkey is executed but then promptly quits? In the first case, this thread might help:
http://www.sidefx.com/forum/viewtopic.php?t=309&highlight=houdini_setup [sidefx.com]
If it's the second case, then which video card do you have and are you running the latest video drivers?
http://www.sidefx.com/forum/viewtopic.php?t=309&highlight=houdini_setup [sidefx.com]
If it's the second case, then which video card do you have and are you running the latest video drivers?
Technical Discussion » houdini crash problems
- edward
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Technical Discussion » Custom bone geometry in Bone objects and spline bone Q?
- edward
- 7734 posts
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If you need to precisely control the geometric length of your bone, then you could remove the link_scale node inside a bone as well. However, this will mean that your pivot points will be harder to control. You will need to manually ensure that your bone length at the object level parameter is in synch with your modelled geometry.
You're welcome. Have fun!
You're welcome. Have fun!
Technical Discussion » Custom bone geometry in Bone objects and spline bone Q?
- edward
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Hi David,
The SOPs inside a bone object that define its geometry are: linkseg1, linkseg2, link_merge, and link. You can replace these with whatever geometry you wish.
Having said that, there's an easier way if you simply want to use custom geometry for all your bones. First model your anatomical bone in a geometry object (say named bone_geo). Make sure that it's bounding box is roughly the same as the regular bone geometry for best results. This should be something like (-0.05 to +0.05) for X, (-0.1 to 0.1) for Y, and (0 to -1) for Z. Now, within the Bones operation, before you start to draw your bone chain, hit the lowercase ‘p’ key with your mouse inside the viewer. This will bring up the operation parameters dialog. Under Link Geometry, change it to bone_geo. Now you can close that operation parameters pop up window. Now go ahead and draw your bones as usual. Since the bone chain is not yet created, you will still see it draw the bones using the standard geometry. However, when you right-click to finish drawing, it will create the bone chain using your custom geometry object. What it simply does is replace the sops mentioned above with an Object Merge SOP that merges in your custom bone geometry. Now you can even go back and make modifications to your custom bone geometry and it will be reflected in your created bone chain.
As for the Follow Curve question, yes, the solver is also dependent on the direction of the curve as well. The best way is to bind the two followcurve bone chains to two separate objects containing the curves. To keep things procedural, create your second curve object by Object Merge'ing the first one (choose your object for Source 1 parameter and then use Display SOP for the SOP parameter) and then append a Reverse sop. This way, you only need to animate one curve.
Cheers,
-Edward
The SOPs inside a bone object that define its geometry are: linkseg1, linkseg2, link_merge, and link. You can replace these with whatever geometry you wish.
Having said that, there's an easier way if you simply want to use custom geometry for all your bones. First model your anatomical bone in a geometry object (say named bone_geo). Make sure that it's bounding box is roughly the same as the regular bone geometry for best results. This should be something like (-0.05 to +0.05) for X, (-0.1 to 0.1) for Y, and (0 to -1) for Z. Now, within the Bones operation, before you start to draw your bone chain, hit the lowercase ‘p’ key with your mouse inside the viewer. This will bring up the operation parameters dialog. Under Link Geometry, change it to bone_geo. Now you can close that operation parameters pop up window. Now go ahead and draw your bones as usual. Since the bone chain is not yet created, you will still see it draw the bones using the standard geometry. However, when you right-click to finish drawing, it will create the bone chain using your custom geometry object. What it simply does is replace the sops mentioned above with an Object Merge SOP that merges in your custom bone geometry. Now you can even go back and make modifications to your custom bone geometry and it will be reflected in your created bone chain.
As for the Follow Curve question, yes, the solver is also dependent on the direction of the curve as well. The best way is to bind the two followcurve bone chains to two separate objects containing the curves. To keep things procedural, create your second curve object by Object Merge'ing the first one (choose your object for Source 1 parameter and then use Display SOP for the SOP parameter) and then append a Reverse sop. This way, you only need to animate one curve.
Cheers,
-Edward
Houdini Lounge » Lights OFF??? temporarily
- edward
- 7734 posts
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Technical Discussion » Strange happenings in COP
- edward
- 7734 posts
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You might want to check the compositor cache size under Edit > Preferences. The default value in Houdini Master is only 10 Mb which is hardly useful for real compositing.
Technical Discussion » User guide tcl example
- edward
- 7734 posts
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Perhaps the problem is that the example in the User Guide hasn't been updated to use the new COPs v2. It looks like it is using old cops. To fix the script to use the new COPs v2, you first need to replace /comp with /img. After that, change the get_start_range and get_end_range procedures to this:
proc get_start_range { copname } {
hscript set tmp=$copname
set start
return $start
}
proc get_end_range { copname } {
hscript set tmp=$copname
set end
return $end
}
The cop information is derived from the hscript command (as in the above calls to the hscript command).
proc get_start_range { copname } {
hscript set tmp=$copname
set start
return $start
}
proc get_end_range { copname } {
hscript set tmp=$copname
set end
return $end
}
The cop information is derived from the hscript command (as in the above calls to the hscript command).
Technical Discussion » How do I get guess.cmd to source
- edward
- 7734 posts
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A more personal place to put your scripts would be $HOME/houdini5.5/scripts. That's assuming that you have setup the HOME environment variable first. Note that if you have a space in your directory name, then make sure you're using the old 8.3 DOS format of the name (which only seems to be available via the “dir /X” DOS command these days).
Technical Discussion » How to use geometry as particles? Nothing works for me.
- edward
- 7734 posts
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Sorry, let me try again. Right-click on your Part_Sys object in the Network Editor. From the menu, choose Parameters… This will bring up a parameters window for your Part_sys object. Flip to the Render tab (aka page). Turn Point Instancing on and leave the Point Geometry parameter set to No Object.
Hope that helps (more .
Hope that helps (more .
Technical Discussion » How to use geometry as particles? Nothing works for me.
- edward
- 7734 posts
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To see it in your renders, you have to turn it on in the Geoemetry object parameters underneath the Render tab. Make sure that the Point Instancing toggle is turned on and leave Point Geometry set to No Object so that it will pick up on the instance attribute inside.
Technical Discussion » problem Houdini Apprentice, the screen is sliding
- edward
- 7734 posts
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Which operating system are you on? Also, what is the version of your video drivers? Have you tried the latest drivers from www.nvidia.com ?
Technical Discussion » GF4 + Houdini Smooth Shaded / Shaded ugly clipping problem
- edward
- 7734 posts
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Not really clear on your exact problem without a screenshot. However, If you hit the lowercase ‘d’ key with your mouse in the viewport, it will bring up the Display Options dialog. Under the Wireframe tab, there is a setting for Hidden Line Sensitivity. Try setting these to really low values. Try 1, 0.1, 0.01, 0.001, etc.
Technical Discussion » Halo Rendering
- edward
- 7734 posts
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Immediately to the right of FPS setting on the playbar, there's a button that the tooltip says “Realtime toggle” (or something like that). Make sure you have that button pressed down. Otherwise, mplay will play as fast as it can.
Technical Discussion » Halo Rendering
- edward
- 7734 posts
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There's also a way to quick previews if you right-clicked on the COP tile you want in the COP network editor. In the menu, choose “Flipbook…”
Technical Discussion » Transformer Hotkeys Question?
- edward
- 7734 posts
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On all handles, if you right-click (and wait a bit), a menu will appear. This will list all the options along with their hotkeys if they have one defined.
Technical Discussion » Automatic spherical array
- edward
- 7734 posts
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I'll try to point you in a direction. The copy SOP allows you to make copies of geometry in its left input and optionally place them at the points in its right input. As a simple first test, feed your vase into the left input a copy SOP and then feed in a polygonal sphere into the right input of the copy SOP.
The next step can be done in several ways as to how to get a semi-random distribution of points on a sphere.
The next step can be done in several ways as to how to get a semi-random distribution of points on a sphere.
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