Moin,
this definitely is something for SESI support, although I could imagine Windows 8 not being supported any more.
Anyway, you might want to try playing with your GPU drivers - if you are running the vanilla Windows driver, try installing a manufacturor's version et vice versa. That entry about “RegisterProcTableCallback” smells like some Qt/openGL issue to me.
Not sure if this helps, but maybe it's moral support?
Marc
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Technical Discussion » Fatal error: Segmentation fault
- malbrecht
- 806 posts
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Technical Discussion » Is rigging in Houdini supposed to be this difficult and time consuming?
- malbrecht
- 806 posts
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“White areas” can be covered by editing the capture regions - click on the shelf tool for that and adjust the influence areas for the bones. There shouldn't be 100 bones to edit …
You may also want to try alternative capturing methods (the “type” selection when using the capture geometry shelf tool) when doing the initial auto-weighting.
But in the end: That's rigging … taking care of all the little nit-bits that go wrong. People usually get paid for that kind of work :-D
Marc
You may also want to try alternative capturing methods (the “type” selection when using the capture geometry shelf tool) when doing the initial auto-weighting.
But in the end: That's rigging … taking care of all the little nit-bits that go wrong. People usually get paid for that kind of work :-D
Marc
Houdini Lounge » Alternative to Premier and Davinci
- malbrecht
- 806 posts
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Very strange - I haven't experienced what you are descibing, but then again, I usually don't create EXRs anyway. Just an idea: Have you tried re-creating the EXR, meaning: Have you tried repackaging them using some image processing tool? I am not claiming that Houdini is writing malformed EXR, but sometimes it helps trying to narrowing the target to e.g. middlenames when you want to shoot at Will
Marc
Marc
Technical Discussion » Is rigging in Houdini supposed to be this difficult and time consuming?
- malbrecht
- 806 posts
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Moin,
welcome to a new world. Comparing a fully procedural system like Houdini, even when it comes to “just rigging” (kidding, guys), to a click-be-done system will always give you reason for biting off more of that desk than you can cope with
Rigging in Houdini *is* powerful, but with great power comes great headache. What you are talking about isn't really “rigging”, it's more the “I want an make-it-awesome-button”, which is OK. Any “autorig” I know of (except for the all-in-one-solutions on the web) really is just a pre-made set of joints/bones and you will have to a) click on a weight-it button (after you adjusted the rig to your needs) and b) adjust the weights. If b was not there, we would have a lot of unemployed riggers out there
> Does everyone use Houdini for rigging or other softwares like Blender, 3dsMax, or Maya?
I am sure that if “everyone” would be using Houdini for rigging, SideFX would be very happy. It's obvious, though, that (even with DCC independent pipeline tools like Fabric, Kurtis etc coming along and with Houdini Engine getting better every week) as long as rigs are very, very DCC-dependent, there will always be a bit of a learning curve to master.
As for the screenshot you are showing: If you are just starting out with rigging, I would definitely suggest using a T-pose geo, not some pipeline-unfriendly pose like this, where any capturing process will run into issues with the arms. Learn to walk first Try using Houdini's biped presets for the rig, adjust the joints to your needs and see how far capture-geometry takes you (again, with a decent rest pose).
There are some Houdini-rigging-tutorials out there, but most of them are quite old. I am working on a rigging-and-animation course and would welcome *any* serious, cooperative and detailed input. “Blender is better” is not helpful, though
Marc
welcome to a new world. Comparing a fully procedural system like Houdini, even when it comes to “just rigging” (kidding, guys), to a click-be-done system will always give you reason for biting off more of that desk than you can cope with
Rigging in Houdini *is* powerful, but with great power comes great headache. What you are talking about isn't really “rigging”, it's more the “I want an make-it-awesome-button”, which is OK. Any “autorig” I know of (except for the all-in-one-solutions on the web) really is just a pre-made set of joints/bones and you will have to a) click on a weight-it button (after you adjusted the rig to your needs) and b) adjust the weights. If b was not there, we would have a lot of unemployed riggers out there
> Does everyone use Houdini for rigging or other softwares like Blender, 3dsMax, or Maya?
I am sure that if “everyone” would be using Houdini for rigging, SideFX would be very happy. It's obvious, though, that (even with DCC independent pipeline tools like Fabric, Kurtis etc coming along and with Houdini Engine getting better every week) as long as rigs are very, very DCC-dependent, there will always be a bit of a learning curve to master.
As for the screenshot you are showing: If you are just starting out with rigging, I would definitely suggest using a T-pose geo, not some pipeline-unfriendly pose like this, where any capturing process will run into issues with the arms. Learn to walk first Try using Houdini's biped presets for the rig, adjust the joints to your needs and see how far capture-geometry takes you (again, with a decent rest pose).
There are some Houdini-rigging-tutorials out there, but most of them are quite old. I am working on a rigging-and-animation course and would welcome *any* serious, cooperative and detailed input. “Blender is better” is not helpful, though
Marc
Houdini Lounge » Alternative to Premier and Davinci
- malbrecht
- 806 posts
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Moin,
I am not sure what the issue with Vegas was that you experienced. I just did a quick test, rendered out a sequence of 16bit EXR (though not using Houdini) and imported them (screenshots of the import requesters attached) into the current version of Vegas (Magix did do fix some bugs and overall added some improvements).
It's possible, of course, that I was just lucky - but I upgraded to the Magix version of Vegas even though I switched from Magix Video to Vegas a few years back, since Magix refused to fix some serious show-stopper bugs in their own software … the world is weird.
Marc
I am not sure what the issue with Vegas was that you experienced. I just did a quick test, rendered out a sequence of 16bit EXR (though not using Houdini) and imported them (screenshots of the import requesters attached) into the current version of Vegas (Magix did do fix some bugs and overall added some improvements).
It's possible, of course, that I was just lucky - but I upgraded to the Magix version of Vegas even though I switched from Magix Video to Vegas a few years back, since Magix refused to fix some serious show-stopper bugs in their own software … the world is weird.
Marc
Technical Discussion » Error on loading program.
- malbrecht
- 806 posts
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Moin,
if you are on Windows, try running the license manager as Administrator once, set up your license the way you want to use it, then exit the license manager.
That solved the strange license issue for me in 90% of all its attempts to drive me crazy.
Marc
if you are on Windows, try running the license manager as Administrator once, set up your license the way you want to use it, then exit the license manager.
That solved the strange license issue for me in 90% of all its attempts to drive me crazy.
Marc
Houdini Learning Materials » Weight Paint
- malbrecht
- 806 posts
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Have you tried selecting the capture_paint node and then, with your mouse hovering over the 3d port (this bit is important, as Houdini is very sensitive when it comes to “you need to be where you need to be”), press “Enter”?
Does it switch to paint mode then?
Marc
Does it switch to paint mode then?
Marc
Houdini Indie and Apprentice » Cloth pinned to moving constraint
- malbrecht
- 806 posts
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Moin, Morgan,
I am in bed already, no Houdini (not even Harry) here - but one suggestion I can offer is: You could constrain the softbody to a rigid body. To do this, make sure your “line” is a RBD. You may want to exclude it from the gravity node, if it isn't to be influenced by gravity.
Then “attach” the cloth to that rigid body using the function available in the cloth shelf (cannot remember the correct name). You can specify which points on the cloth are to be attached to what polygons on the rigid body.
Then make sure that in the DOP import for the line object (where the actual simulation geometry gets copied for bullet) you set the rigid body to both “respect transform” and “respect deformation” (the terms are slightly different, but you'll see it when you click on the topmost node for the rigid body import in the DOP).
That should respect the animation of the “line” and, thanks to the constraint, move the cloth along.
I can look into your scene tomorrow, if this should not be of any help!
Marc
I am in bed already, no Houdini (not even Harry) here - but one suggestion I can offer is: You could constrain the softbody to a rigid body. To do this, make sure your “line” is a RBD. You may want to exclude it from the gravity node, if it isn't to be influenced by gravity.
Then “attach” the cloth to that rigid body using the function available in the cloth shelf (cannot remember the correct name). You can specify which points on the cloth are to be attached to what polygons on the rigid body.
Then make sure that in the DOP import for the line object (where the actual simulation geometry gets copied for bullet) you set the rigid body to both “respect transform” and “respect deformation” (the terms are slightly different, but you'll see it when you click on the topmost node for the rigid body import in the DOP).
That should respect the animation of the “line” and, thanks to the constraint, move the cloth along.
I can look into your scene tomorrow, if this should not be of any help!
Marc
Houdini Indie and Apprentice » Get channel from VOP?
- malbrecht
- 806 posts
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Houdini Indie and Apprentice » Get channel from VOP?
- malbrecht
- 806 posts
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… and what is your question?
You're not in the VEX builder in that screenshot.
Sorry, I give up - I don't understand what response you are actually looking for.
Marc
You're not in the VEX builder in that screenshot.
Sorry, I give up - I don't understand what response you are actually looking for.
Marc
Houdini Indie and Apprentice » Get channel from VOP?
- malbrecht
- 806 posts
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If I understand your question correctly, then you do just that - use , maybe the specific version of ch, to get the correct casting.
I haven't used the VEX builder context for more than about a few seconds, but I noticed there's an “inline code” node, that should do the trick … I hope.
Marc
ch('path')
I haven't used the VEX builder context for more than about a few seconds, but I noticed there's an “inline code” node, that should do the trick … I hope.
Marc
Houdini Indie and Apprentice » Get channel from VOP?
- malbrecht
- 806 posts
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Moin,
> I can get a channel from VEX Builder?
Yes, you can.
Marc
P.S. If you mean the question in a different way, try describing what you want to do - or maybe post an example file
> I can get a channel from VEX Builder?
Yes, you can.
Marc
P.S. If you mean the question in a different way, try describing what you want to do - or maybe post an example file
Houdini Lounge » sidefx service page error
- malbrecht
- 806 posts
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I reported this to “support” during the weekend. I guess they still need to get rid of that nasty hangover
Marc
Marc
Houdini Indie and Apprentice » Parametric curve from formule?
- malbrecht
- 806 posts
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Moin,
I am not subtracting from the radiant. But your point index only runs from 0 to point-count minus 1, so if you don't want a gap, you have to also reduce the max value by 1. Else you only ever get to the last but one point.
Take a piece of paper and do it manually once. I always find that helpful.
Marc
Unaided
It's clarifyng for me. So why substract 1 value from radiant value?
I am not subtracting from the radiant. But your point index only runs from 0 to point-count minus 1, so if you don't want a gap, you have to also reduce the max value by 1. Else you only ever get to the last but one point.
Take a piece of paper and do it manually once. I always find that helpful.
Marc
Houdini Indie and Apprentice » Parametric curve from formule?
- malbrecht
- 806 posts
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Moin,
sin(6) is not what you _want_, but what you are _using_
Try this:
Comment: The “2*pi” is for the radiant value you need to use with trigonometry in VEX, the “ch(…” is to get the number of points from your line-object, so that you can change the resolution.
I hope this helps!
Marc
sin(6) is not what you _want_, but what you are _using_
Try this:
@P.y=0.0; @P.x=sin(@ptnum*2*3.14159265/(ch('../line1/points')-1)); @P.z=cos(@ptnum*2*3.14159265/(ch('../line1/points')-1));
Comment: The “2*pi” is for the radiant value you need to use with trigonometry in VEX, the “ch(…” is to get the number of points from your line-object, so that you can change the resolution.
I hope this helps!
Marc
Houdini Indie and Apprentice » Parametric curve from formule?
- malbrecht
- 806 posts
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> PS. Marc, are you a ex-SI developer?
no, unfortunately I am just a regular dude who has a different definition of “trivial” than BabaJ :-D
Marc
no, unfortunately I am just a regular dude who has a different definition of “trivial” than BabaJ :-D
Marc
Houdini Indie and Apprentice » Parametric curve from formule?
- malbrecht
- 806 posts
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Hi,
maybe this post can help you [sidefx.com]? “Drawing a curve” isn't exactly trivial - what I probably would do is a create a line/polyline and, if needed, add more points until the desired resolution is reached. If I wanted to interpolate, I'd use a spline function (my own or some preset, I am not familiar enough with Houdini yet, I am a Fabric guy).
A bezier - for me - isn't exact enough, but I guess you should be able to define that from code as well.
Marc
maybe this post can help you [sidefx.com]? “Drawing a curve” isn't exactly trivial - what I probably would do is a create a line/polyline and, if needed, add more points until the desired resolution is reached. If I wanted to interpolate, I'd use a spline function (my own or some preset, I am not familiar enough with Houdini yet, I am a Fabric guy).
A bezier - for me - isn't exact enough, but I guess you should be able to define that from code as well.
Marc
Houdini Indie and Apprentice » Parametric curve from formule?
- malbrecht
- 806 posts
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Hi,
you can add an empty geometry and use a wrangle node on the detail (“run once”) to add the points using.
Marc
you can add an empty geometry and use a wrangle node on the detail (“run once”) to add the points using
addpoint
Marc
Houdini Indie and Apprentice » help with dynamics setup
- malbrecht
- 806 posts
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Moin,
you need to increase the solver substeps in your
You might also consider setting the rotational stiffness back a bit, so that the sphere can actually roll.
I hope this helps!
Marc
you need to increase the solver substeps in your
rigidbodysolver
inside the main_sim. And then play with the friction values. You might also consider setting the rotational stiffness back a bit, so that the sphere can actually roll.
I hope this helps!
Marc
Work in Progress » 3d Fractals ...
- malbrecht
- 806 posts
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Hi,
thanks - I learned, shortly after I proudly presented my first render-attempt, that there are tutorials on how to “do it correctly”. Sigh :-) But in the end, for me the journey was well worth it. I learned some more math, I definitely learned a bit more VEX and Houdini usage - and a cup of patience.
I'll have a look though!
Marc
thanks - I learned, shortly after I proudly presented my first render-attempt, that there are tutorials on how to “do it correctly”. Sigh :-) But in the end, for me the journey was well worth it. I learned some more math, I definitely learned a bit more VEX and Houdini usage - and a cup of patience.
I'll have a look though!
Marc
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