hi there,
if I have 2 points, say (x,y,z) and (h,i,j) , then I connect them together becomes a line.
how can I find the vector (direction) of that line?
thanks for your attention!
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Technical Discussion » vector math question
- brucelay
- 313 posts
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Houdini Lounge » houdini related matterial
- brucelay
- 313 posts
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Dear Canadians,
I am currently in Montreal. Can anyone tell me where I can get some Houdini related matterial from Montreal? And I will be going to Torontal on this weekend before I fly to my home country. Could anyone show me where I could find some Houdini-related matterial from Torontal?
any help will be highly appreciated!
I am currently in Montreal. Can anyone tell me where I can get some Houdini related matterial from Montreal? And I will be going to Torontal on this weekend before I fly to my home country. Could anyone show me where I could find some Houdini-related matterial from Torontal?
any help will be highly appreciated!
Technical Discussion » "by-pass" flag
- brucelay
- 313 posts
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By “by-pass” flag I meant, sometimes you may want the temporay disable a node from the whole network. The “by-pass” flag in Sop /pop…… work perfectly but I wonder if there is any “by-pass” flag in the Vex builder? Or will there be any by-pass flag in Houdini 9?
thanks for your attention!
thanks for your attention!
Technical Discussion » "by-pass" flag
- brucelay
- 313 posts
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Hi there,
Is there any “by-pass” flag or button for the VEX builder's node?
Thank you for your attention!
Is there any “by-pass” flag or button for the VEX builder's node?
Thank you for your attention!
Technical Discussion » display the selected piece or group only
- brucelay
- 313 posts
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Technical Discussion » display the selected piece or group only
- brucelay
- 313 posts
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thank you for reminding me the “Visibility sop” but it only work on the Geometry viewer but it does not work in the UV viewer. Do you have any suggestions?
THanks for the attention.
THanks for the attention.
Technical Discussion » Need Help With Opening Houdini! URGENT!!
- brucelay
- 313 posts
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Technical Discussion » display the selected piece or group only
- brucelay
- 313 posts
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hi there,
I am trying to do some UV work of a human body. Is it positble to show the UV only from my selected polygons in Houdini? (similar to Maya's isolate select)
now I am using clip sop to make the whole body less complex. (but it changes my point numbers)
Any suggestions?
I am trying to do some UV work of a human body. Is it positble to show the UV only from my selected polygons in Houdini? (similar to Maya's isolate select)
now I am using clip sop to make the whole body less complex. (but it changes my point numbers)
Any suggestions?
Technical Discussion » uv pelt question
- brucelay
- 313 posts
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Simon,
It works! But the result is not as nice as modo. However thank you for your suggestion!
bruce
Simon wrote:
Have you tried adding a polygon into the eyes so that they are closed and have no open edges? Just use a divide sop with remove shared edges turned on to extract the openings then reverse the prim normals with a reverse sop and merge the eye polys back in with the orginal mesh, and fuse it all. Then do the pelt. You can always delete them again afterwards to finish off.
It works! But the result is not as nice as modo. However thank you for your suggestion!
bruce
Simon wrote:
Have you tried adding a polygon into the eyes so that they are closed and have no open edges? Just use a divide sop with remove shared edges turned on to extract the openings then reverse the prim normals with a reverse sop and merge the eye polys back in with the orginal mesh, and fuse it all. Then do the pelt. You can always delete them again afterwards to finish off.
Technical Discussion » uv pelt question
- brucelay
- 313 posts
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Technical Discussion » uv pelt question
- brucelay
- 313 posts
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hi there,
I just made a 3D human head with Houdini. I tried to use UVpelt to unwrap my UV.
But, the problem that I have is the eye and the mouth are circle in shapes. How can I solve this problem in Houdini. the attached image show the Unwrap which was done in Modo. (I downloaded this image from the net) Is it possible to have Houdini UVpelt working like this one?
Please help!
QuickUnwrap.jpg was done in Modo
headModelling02.jpg was done in Houdini. (noitce that the eyes and mouth are circle in shapes)
I just made a 3D human head with Houdini. I tried to use UVpelt to unwrap my UV.
But, the problem that I have is the eye and the mouth are circle in shapes. How can I solve this problem in Houdini. the attached image show the Unwrap which was done in Modo. (I downloaded this image from the net) Is it possible to have Houdini UVpelt working like this one?
Please help!
QuickUnwrap.jpg was done in Modo
headModelling02.jpg was done in Houdini. (noitce that the eyes and mouth are circle in shapes)
Technical Discussion » split vertices
- brucelay
- 313 posts
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Technical Discussion » split vertices
- brucelay
- 313 posts
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thanks alex
it works! But how can I also split the first point of the edge?
in my case point 4. (please see the attached image)
thanks
it works! But how can I also split the first point of the edge?
in my case point 4. (please see the attached image)
thanks
Technical Discussion » split vertices
- brucelay
- 313 posts
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Hi there,
I am making a human head. But the lip is sealed. I am trying to open its mouth but i did not get the VertexSplit working. Does anyone know how I can split the a polygon point?
thanks!
I am making a human head. But the lip is sealed. I am trying to open its mouth but i did not get the VertexSplit working. Does anyone know how I can split the a polygon point?
thanks!
Technical Discussion » poly count question
- brucelay
- 313 posts
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hi there,
Does anyone know how I can see the total no. of polygons in triangles? I Mid-click the node does not show me the no. in triagles.
thank you for your attention
Does anyone know how I can see the total no. of polygons in triangles? I Mid-click the node does not show me the no. in triagles.
thank you for your attention
Technical Discussion » modeling views
- brucelay
- 313 posts
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Technical Discussion » modeling views
- brucelay
- 313 posts
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Sorry,
I should stick on using “Control + 1”,“Control + 2”,“Control +3”,“Control + 4” to switch views. That is more stable. Instead of mixing with control +RMB to switch views.
I should stick on using “Control + 1”,“Control + 2”,“Control +3”,“Control + 4” to switch views. That is more stable. Instead of mixing with control +RMB to switch views.
Technical Discussion » modeling views
- brucelay
- 313 posts
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I just wanted to do some modelling in Houdini. But it took me more than an hour to just place the image plane for the front view and side view. I just found the operation of switching the views are just too complicated! e.g. I just need 3 views basically (with image planes). Then I sometimes end up with some many Left1, Left2, Persp2, Persp3, Front2……. But each of them contains different imageplane…….I found it hard to get back to my original Front1, left1, Top1 and persp1 views. Did any of you got the same feeling, or this is just my problem? sometimes, I need to zoom different portion of the view with the control drag. But after that my grid on the viewer will partly disappear. I personally found it is a lot not as user friendly as other packages.
Technical Discussion » uv pelt Question
- brucelay
- 313 posts
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Hi there,
In the UVpelt, sometimes I found it hard to tell Houdini which seams the software should cut for me. Becasue sometimes the seam turns thick Red in the viewer when I choose it but sometimes it does not turn red even I have selected that seam to be cut. Is there any rule to tell UV pelt which seams the UVpelt shoudl cut?
thanks for the attentions!
In the UVpelt, sometimes I found it hard to tell Houdini which seams the software should cut for me. Becasue sometimes the seam turns thick Red in the viewer when I choose it but sometimes it does not turn red even I have selected that seam to be cut. Is there any rule to tell UV pelt which seams the UVpelt shoudl cut?
thanks for the attentions!
Technical Discussion » mo-cap question
- brucelay
- 313 posts
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How about setup? Does anyone how to set up the facial rigging inHoudini? HOw could I use those moving mull to move the face points? Does anyone got any related experience?
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