Camera shake is like lens flares, it's being overused. Use it where it is appropriate and no more. I would put the “hand-held” camera action that we see so much of now in the same category, especially on things like music videos as hugely over done as well.
You aren't fooling anybody with a camera shake if your character hasn't got good weight. The person who does fall for it, you don't want to work for.
You should though have some ambient movement to the camera, to keep the scene alive, but this generally very subtle.
Keep in mind that everything in a scene is deliberately constructed, whether discussing live action or cg. This means everything has ( is supposed to) mean something. If you haven't consciously reasoned out why something is in a scene then it shouldn't be there. That includes movement.
Found 655 posts.
Search results Show results as topic list.
Houdini Lounge » a question for character animatio interviewer
- probbins
- 1145 posts
- Offline
Technical Discussion » linux desktop menu
- probbins
- 1145 posts
- Offline
Morning, Happy New Year everyone.
I'd prefer not to have a menu item for houdini install in linux. Is there a variable I can add to my ./houdini.install to stop this? Or do I have to change the script?
I'd prefer not to have a menu item for houdini install in linux. Is there a variable I can add to my ./houdini.install to stop this? Or do I have to change the script?
Technical Discussion » Tracing
- probbins
- 1145 posts
- Offline
Here's an example, does what I would expect. Everything is default except turning on Hole Faces.
Houdini Lounge » Anyone buy Houdini: 101 Interface and workflow?
- probbins
- 1145 posts
- Offline
Make sure you render flag is set on the correct node, likely the last one in the chain. The render flag is indicated by the purple circle.
Houdini Lounge » problems in scripting textport
- probbins
- 1145 posts
- Offline
parmlist isn't an expression. Have you done a search in the browser?
What version of houdini are you using?
What version of houdini are you using?
Houdini Lounge » Anyone buy Houdini: 101 Interface and workflow?
- probbins
- 1145 posts
- Offline
As for create width for the lines, I'm not sure how Garman is doing it in the video, I haven't watched it.
The simplest way would be to pipe an AttributeCreate sop below the Point sop in the hip file I sent you.
In the parameters change the Name to “width” and in the first Value field put $CR. Make sure the render and display flag are set on the last node, the AttributeCreate and render.
This is a render effect so you won't see anything in the viewport. The lines will change width based on the red colour value.
The simplest way would be to pipe an AttributeCreate sop below the Point sop in the hip file I sent you.
In the parameters change the Name to “width” and in the first Value field put $CR. Make sure the render and display flag are set on the last node, the AttributeCreate and render.
This is a render effect so you won't see anything in the viewport. The lines will change width based on the red colour value.
Houdini Lounge » Anyone buy Houdini: 101 Interface and workflow?
- probbins
- 1145 posts
- Offline
Just MMB on the explanation node, the comments are embedded in the node. If you want get to the editing interface for the comments the RMB on the node and from the resulting menu choose “Edit Comment”.
To change the background to black, move you mouse to the viewport and hit the “d” key. Then in the Display menu go to the Background folder and at the top-right choose the Dark colour scheme.
A small tip to help us, don't put spaces in your file names, use underscores instead. For us Linux users the blank spaces are a nuisance.
I would highly recommend that you go through all the video lessons in the Learning/Tutorials section of the website. Start with those on the second page, they are the ones posted earliest and the more basic, but all of the tutorials are for new users. Keep watch there since we post new videos quite regularly.
To change the background to black, move you mouse to the viewport and hit the “d” key. Then in the Display menu go to the Background folder and at the top-right choose the Dark colour scheme.
A small tip to help us, don't put spaces in your file names, use underscores instead. For us Linux users the blank spaces are a nuisance.
I would highly recommend that you go through all the video lessons in the Learning/Tutorials section of the website. Start with those on the second page, they are the ones posted earliest and the more basic, but all of the tutorials are for new users. Keep watch there since we post new videos quite regularly.
Houdini Lounge » Anyone buy Houdini: 101 Interface and workflow?
- probbins
- 1145 posts
- Offline
Take a look at this simplified example and read the notes I've put in the null sop
“explanation”. This should help you understand how data is moved throughout houdini.
This file is also organized to suit H9 better.
“explanation”. This should help you understand how data is moved throughout houdini.
This file is also organized to suit H9 better.
Technical Discussion » Houdini/Linux Install Question
- probbins
- 1145 posts
- Offline
I install all my versions of Houdini in the /opt directory.
I use sudo to expand the tar file and then to run the installer.
I've encountered no problems.
I'm running both 7.04 and 7.10 64bit.
I use sudo to expand the tar file and then to run the installer.
I've encountered no problems.
I'm running both 7.04 and 7.10 64bit.
Technical Discussion » Apprentice render resolution
- probbins
- 1145 posts
- Offline
Are you starting Mantra directly from the Output node? Or are you starting the render from the menu on the bottom left of the viewport?
If you are doing the later then the anti-aliasing is turned off to facilitate a faster render.
If you are doing the later then the anti-aliasing is turned off to facilitate a faster render.
Technical Discussion » Conditional statement in callback with python
- probbins
- 1145 posts
- Offline
Hey, that works like a charm. Thanks Sy.
I reversed the display values since I want the bones visible on 0.
I need to modify the code to act on node names rather than type.
I reversed the display values since I want the bones visible on 0.
I need to modify the code to act on node names rather than type.
Technical Discussion » Conditional statement in callback with python
- probbins
- 1145 posts
- Offline
Okay, I don't know how to script with python but figured I'd better try.
I have a simple rig with a switch sop that is controlling which LOD of geometry I wish to display.
The switch has a range of 0-2, with the default at 1. The 0 setting shows no geometry, just bones. However I've turned off the visibility of some of the bones, when I'm displaying the geometry.
What I'd like to do is set a callback script so that when I change the switch to 0 all the bone display flags are turned on.
So I'm thinking it will be something like,
if switch < 1, setDisplayFlag on “bones”, 0
I don't know the correct syntax.
Who can help me?
I have a simple rig with a switch sop that is controlling which LOD of geometry I wish to display.
The switch has a range of 0-2, with the default at 1. The 0 setting shows no geometry, just bones. However I've turned off the visibility of some of the bones, when I'm displaying the geometry.
What I'd like to do is set a callback script so that when I change the switch to 0 all the bone display flags are turned on.
So I'm thinking it will be something like,
if switch < 1, setDisplayFlag on “bones”, 0
I don't know the correct syntax.
Who can help me?
Technical Discussion » channel parameter not updating
- probbins
- 1145 posts
- Offline
I have a very simple rig with a central control null, that I've turned into an hda.
The bones are no-IK bones, since I only want rotations. The central null is used for translating the whole character.
I've promoted the appropriate channels to the top level of the asset.
When I first bring in the asset and translate the character, the parameters don't update. Yes I have Auto-Updating turned on.
If I navigate down to the next level and manipulate the null handle, I can see the parameters updating. If I then come back up to the top level the parameters are now updating properly. This is without making the asset editable.
Am I missing something or is this a bug?
I'm using the lastest build.
The bones are no-IK bones, since I only want rotations. The central null is used for translating the whole character.
I've promoted the appropriate channels to the top level of the asset.
When I first bring in the asset and translate the character, the parameters don't update. Yes I have Auto-Updating turned on.
If I navigate down to the next level and manipulate the null handle, I can see the parameters updating. If I then come back up to the top level the parameters are now updating properly. This is without making the asset editable.
Am I missing something or is this a bug?
I'm using the lastest build.
Technical Discussion » how to select edge procedurally
- probbins
- 1145 posts
- Offline
Use Edit sops.
But really, as you determine your selection with the Selection masks at Sop level, most sops remember the type of selection.
But really, as you determine your selection with the Selection masks at Sop level, most sops remember the type of selection.
Technical Discussion » Pops bug
- probbins
- 1145 posts
- Offline
The “RotateBasic” example included in the help card for the Rotate Pop does exactly what you have done. It works and doesn't crash for me.
Technical Discussion » File COP question
- probbins
- 1145 posts
- Offline
Not that this is going to help with the file cop expression Floyd, but I would likely use a file cop for each of the frame ranges you want and then use a Sequence cop to assemble them.
Houdini Lounge » HDA investigation
- probbins
- 1145 posts
- Offline
I'd also recommend reading/view Jeff's Old School Blog(under the Learning section). There is some great hda information there.
Technical Discussion » SpinEdge function
- probbins
- 1145 posts
- Offline
Select all the nodes you wish to collapse and hit Shift-C.
That will create a sub-network node and if you double-click that node you can go inside it and see the collapsed nodes.
That will create a sub-network node and if you double-click that node you can go inside it and see the collapsed nodes.
detomato
Thanks for the quick tips.
Im still getting used to the program. So bear with my noobs question.
OT: It might be obvious, or I might missed it, but everytime I use edgeflip, it create a node for me. Is there a way to collapse the nodes?
Thanks.
Technical Discussion » crawling particle
- probbins
- 1145 posts
- Offline
I'd try animating the painted trail, or use an animated curve on top of the grid that uses an attribute transfer to draw a coloured path.
Houdini Lounge » Deep Shadows
- probbins
- 1145 posts
- Offline
I wasn't recommending them Mark, just letting him know where they are and that they are obsolete.
-
- Quick Links