bonsakAh yes…but it is the “or something” im wondering with now because if I connect the SopSolver directly to the POP Wrangle i am not sure how to access the Impulse attribute, just a simple @impulse in the POP wrangle VEX snippets doesnt do it so I assume I have to connect something to the Impacts node inside the SOP Solver hmmhm..
If you add a Sop Solver before the POP Wrangle, you can get the impulse data from the “Impacts” node. Pass the values to the POP wrangle as a point array attribute or something.
-b
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Houdini Indie and Apprentice » POP wrangle to detect impacts ?
- MagnusL3D
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Houdini Indie and Apprentice » POP wrangle to detect impacts ?
- MagnusL3D
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Can I somehow digg out the “impulse” attribute from a RBDpacked object through a POP wrangle with VEX ?
Work in Progress » ml_QuickPipe on Orbolt
- MagnusL3D
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Yes I did not include a Example File in my asset, I made the 2 demo videos instead. Perhaps I should do a example file too.
However I did include help documentation and there I included a jpg file and, and I would imagen a helpfile goes there to, and you can find that tab under “Type Properties” and to the far right there is a tab called “Extra Files”.
And thank you yet again
However I did include help documentation and there I included a jpg file and, and I would imagen a helpfile goes there to, and you can find that tab under “Type Properties” and to the far right there is a tab called “Extra Files”.
And thank you yet again
Technical Discussion » Agent layers from FBX with multiple variations of heads.
- MagnusL3D
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cwhite
Yeah, that's the correct menu - the default shape names produced by the Agent SOP/ROP are just based on the node names in the source character rig / FBX file.
If Minimal Nodes is turned on, nodes that aren't visible and aren't bones/joints that influence skin geometry will be skipped, so you could try turning that off. Otherwise, you could send in the file to support so that we can take a look at it.
Allright I will take a look at it on monday, crowds are totally new to me but I guess I was on the right track then just have to take a closer look !
Edited by MagnusL3D - Aug. 26, 2016 12:52:36
Technical Discussion » Agent layers from FBX with multiple variations of heads.
- MagnusL3D
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cwhiteHm..Are you refering to the “Shape” parameter in the Agent Layer SOP once you upped the Layer Bindings to 1 ? I breifly looked there and it mostly looked like the joints from the character rig, but perhaps I should look closer. Is there something one should do in MB/Maya for them to show up there if they dont ? because I will have to look at it on monday since im at home now.
It should be able to - do those variations show up in the Shape menu when adding a new shape binding?
Technical Discussion » Agent layers from FBX with multiple variations of heads.
- MagnusL3D
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Hello,
Can the Agent Layer SOP be used to select between 5 variations of skinned heads in the same character FBX file ?
/M
Can the Agent Layer SOP be used to select between 5 variations of skinned heads in the same character FBX file ?
/M
Work in Progress » ml_QuickPipe on Orbolt
- MagnusL3D
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matthias_k
Really great tool :-)
I don't know what I should say, except:
Many thanks.
Haha you dont need to say anything let me know if there are any questions or feedback. Glad you like it!
Work in Progress » ml_QuickPipe on Orbolt
- MagnusL3D
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chrismThank you Chris ! I hope someone finds it useful if nothing else to learn from the insides
Sweet sally sassafras! Nice!
Work in Progress » ml_QuickPipe on Orbolt
- MagnusL3D
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Hey all,
Relized I havent posted anything here, but here are some screens and my first “official” HDA, and it is now free on Orbolt.
Here are some vimeo videos to show what it does in action:
https://vimeo.com/179600985 [vimeo.com]
https://vimeo.com/179579185 [vimeo.com]
Relized I havent posted anything here, but here are some screens and my first “official” HDA, and it is now free on Orbolt.
Here are some vimeo videos to show what it does in action:
https://vimeo.com/179600985 [vimeo.com]
https://vimeo.com/179579185 [vimeo.com]
Edited by MagnusL3D - Aug. 23, 2016 14:02:58
Houdini Lounge » FORUM DARK THEME
- MagnusL3D
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Houdini Lounge » New Website: Post Feedback Here
- MagnusL3D
- 1104 posts
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Couple of notes, perhaps mentioned earlier but then just +1 them to previous.
- I might be stupid but several times now I've hit the “REPORT” button when my itention was to reply. It's just next to the “QOUTE” button and I dont know, it's just so damn inviting to click.
- When I upload files I no longer see how manny people downloaded it as we did before, I sort of miss that, it's nice knowing solutions or problems are beeing downloaded and looked at.
- I greatly miss the feature on the dailybuild page where each build had 2 (?) links to whats changed since version x.
- I do think the new layout of the daily builds is a bit “buzy” too, and there is no indication of how long ago there was a succesful build for your preferd OS.
- I might be stupid but several times now I've hit the “REPORT” button when my itention was to reply. It's just next to the “QOUTE” button and I dont know, it's just so damn inviting to click.
- When I upload files I no longer see how manny people downloaded it as we did before, I sort of miss that, it's nice knowing solutions or problems are beeing downloaded and looked at.
- I greatly miss the feature on the dailybuild page where each build had 2 (?) links to whats changed since version x.
- I do think the new layout of the daily builds is a bit “buzy” too, and there is no indication of how long ago there was a succesful build for your preferd OS.
Houdini Indie and Apprentice » accumulative for loop translate
- MagnusL3D
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Thanks Blackpixel, yeah I figured it was doing something like that. Thats why I came up with my 2nd solution. And I tried yours out aswell, got it working but just one a single input mesh. Can't get it to work with different meshes for some reason.
Houdini Indie and Apprentice » accumulative for loop translate
- MagnusL3D
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Here is a solution for what I want todo that sort of work's not sure it handles all cases yet but for this test it does.
Edited by MagnusL3D - July 15, 2016 11:31:49
Houdini Indie and Apprentice » accumulative for loop translate
- MagnusL3D
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Well I want the current $ZMAX of the current itteration and transform the box with that value, so I could have differently sized boxes and yet stack them up neatly. I am not sure this solution would solve that ?
Houdini Indie and Apprentice » accumulative for loop translate
- MagnusL3D
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I thought by moving the box in this file with $ZMAX every loop it would end up beside each other but it becomes accumulative..not sure why.. in the end I was planing to switch between boxes with different sizes making them stack nicley no matter the size because the $ZMAX would always move the the correct distance.
clearly I am wrong
clearly I am wrong
Houdini Engine for Unity » Unity Face Material ?
- MagnusL3D
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Edited by MagnusL3D - July 12, 2016 08:31:42
Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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Come to think about it, it would be very cool if I could besides point lights also generate reflection spheres
Here is a new pic.
Here is a new pic.
Edited by MagnusL3D - July 10, 2016 14:40:01
Houdini Engine for Unity » Unity Face Material ?
- MagnusL3D
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Thanks I actually found a video where someone desribed it too after hours of searching but in the end I think I will stick with unreal since it's _alot_ easier to make materials there, and hope that the pointlight / emissive materails work them self out sooner or later
Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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damian
You should try our new website's gallery feature, here: http://www.sidefx.com/gallery [sidefx.com]
…if you haven't already.
Oh yes I posted other things there, but since this is work in progress I will wait..either till im done or abodone it hehe Made alot of progress today.
Edited by MagnusL3D - July 9, 2016 18:56:04
Houdini Engine for Unreal » Houdini Engine - Uproperty - Use Emissive for static lighting
- MagnusL3D
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damian
Just got it. Thanks!
Great, I cant decide in my head what would be better, point lights or emissive.. but I am hoping for both
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