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Houdini Indie and Apprentice » Animation starts when mousewheel is moved
- Phlok
- 85 posts
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….how can I disable that? It is very annoying in scenes fith fluids or other stuff that needs heavy calculations.
Houdini Indie and Apprentice » Errors using staticobject
- Phlok
- 85 posts
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Good idea, but how am I supposed to do that?
The static object has got no input connections, so I cannot pipe the fluidsolver into the static object?
Or did you mean something different?
The static object has got no input connections, so I cannot pipe the fluidsolver into the static object?
Or did you mean something different?
Houdini Lounge » New Video Houdini Fluid FX Integration For TD's
- Phlok
- 85 posts
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The material is great, the lecuturer is doing a really awesome job. The thing is, many of the parctices taught in there aren't working in H10. I'd really appreciate some kind of errata page for H10 users. For someone who isn't working with Houdini for a long time, it is really hard to figure out, why things do not work in H10.
Houdini Indie and Apprentice » Errors using staticobject
- Phlok
- 85 posts
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This is the cause, I think. But do you guys know how to acheive the desired effect in H10?
Houdini Indie and Apprentice » Navigation Issues
- Phlok
- 85 posts
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Hi,
There are serious issues for me trying to navigate correctly in my viewport. I am using H10.0.259.
The problems are as follows:
- When pressing space, trying to tumple or translate the camera, Houdini ignores I pressed space and I am still controlling my last picked tool.
The “Hand” symbol doesn't even appear. it just stays in picking mode ignoring space being pressed.
- building a curve cannot be finished by pressing enter. There just happens nothing.
- when in “two views stacked” m mode, Houdini doesn't realize what viewport I'm in, Even if my mose is over “persp” it is doing the desired operations in the orthogonal viewport.
This means, I cannot work at all because navigation is virtually impossible. I have never altered any of the navigation preferences…I really don't know what to do anymore.
I am running Houdini on Windows Vista 64.
Does anyone of you has any clue what might be causing this behaviour?
There are serious issues for me trying to navigate correctly in my viewport. I am using H10.0.259.
The problems are as follows:
- When pressing space, trying to tumple or translate the camera, Houdini ignores I pressed space and I am still controlling my last picked tool.
The “Hand” symbol doesn't even appear. it just stays in picking mode ignoring space being pressed.
- building a curve cannot be finished by pressing enter. There just happens nothing.
- when in “two views stacked” m mode, Houdini doesn't realize what viewport I'm in, Even if my mose is over “persp” it is doing the desired operations in the orthogonal viewport.
This means, I cannot work at all because navigation is virtually impossible. I have never altered any of the navigation preferences…I really don't know what to do anymore.
I am running Houdini on Windows Vista 64.
Does anyone of you has any clue what might be causing this behaviour?
Houdini Indie and Apprentice » Errors using staticobject
- Phlok
- 85 posts
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In my scene there is a DOPnet where I merged a fluidobject with a staticobject (source relationship). The staticobject's SOP path is set to some other SOP. This is the very same SOP I set as SDF SOP path with the fluid emitter.
My goal is to have this SOP as an object that's constantly emitting some fluid.
If I connect those nodes, loads of warnings appear on the staticobject, like the following:
Ignoring the warnings is and pressing “play” just kills the object referenced in the staticobject's SOP path.
I really cannot find what's causing the troubles. If someone was so kind and had a look on what's wrong with my scene, this was very kind and generous.
My goal is to have this SOP as an object that's constantly emitting some fluid.
If I connect those nodes, loads of warnings appear on the staticobject, like the following:
Bad node reference: “” in parameter /obj/dopnet1/staticobject1/objpos1/motion/t1.
Ignoring the warnings is and pressing “play” just kills the object referenced in the staticobject's SOP path.
I really cannot find what's causing the troubles. If someone was so kind and had a look on what's wrong with my scene, this was very kind and generous.
Houdini Indie and Apprentice » (Fluidcontainers) object as constant emitter
- Phlok
- 85 posts
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In my scene, I want to have an object as constant source of emission for a fluid container.
I built a DOP Net where I merge (set to sourve relationship) a staticobject with a fluidobject and pipe this merge into a fluidsolver. The staticobject's SOP Path is referenced to the final node in a SOP network.
Somehow my “emitter” doesn't act as a constant source, it's just some fluid falling to the ground, no constant emission at all.
I built a DOP Net where I merge (set to sourve relationship) a staticobject with a fluidobject and pipe this merge into a fluidsolver. The staticobject's SOP Path is referenced to the final node in a SOP network.
Somehow my “emitter” doesn't act as a constant source, it's just some fluid falling to the ground, no constant emission at all.
Houdini Indie and Apprentice » Skipping in the timeline without evaluating scene
- Phlok
- 85 posts
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Hello Everyone,
how can I skip in the timeline, e.g. to frame 100 and start simulating from there on, skipping the simulation calculations in the frames 1- 99?
I have a fluid container in my scene and I am just interested in the goings on after a certain frame. In Maya, this can be done by clicking to the desired frame using the middle mouse button- something like that.
how can I skip in the timeline, e.g. to frame 100 and start simulating from there on, skipping the simulation calculations in the frames 1- 99?
I have a fluid container in my scene and I am just interested in the goings on after a certain frame. In Maya, this can be done by clicking to the desired frame using the middle mouse button- something like that.
Houdini Indie and Apprentice » Retrieving Node Warnings/ Errors
- Phlok
- 85 posts
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Hi,
when doing things in Houdini, sometimes a node displays a yellow/ black dotted line when there is an error. Where do I get the related error message?
when doing things in Houdini, sometimes a node displays a yellow/ black dotted line when there is an error. Where do I get the related error message?
Houdini Indie and Apprentice » Turning imported FBX geometry into an SDF
- Phlok
- 85 posts
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Houdini Indie and Apprentice » Turning imported FBX geometry into an SDF
- Phlok
- 85 posts
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Thank you, again!
Unfortunately, I didn't come very much closer to what I wanted to achieve.
I followed tamte's guide, so I created an “object merge” SOP and specified it's path to the FBX file. The file was imported using the File -> Import dialogue in the H10 interface, which created an FBX node on root level. This doesn't seem to be a SOP at all, but I specified that path as the SOP path in the object merge, what caused a warning (i think this yellow/black stuff on a node means a warning). Not knowing better what to do, I ignored the warning hoping that wouldn't do any harm.
I do not have a file SOP anywhere that imports that FBX, either as this wasn't created by the default importer. So I created a new file node, but this couldn't be linked with an FBX file.
I understand how things are supposed to work for my scene, but I don't get putting the pright plugs in their places, yet.
So I have attached the FBX as well as my scene file. If you were so kind to look up and explained to me, what I did wrong was very kind of you!
Unfortunately, I didn't come very much closer to what I wanted to achieve.
I followed tamte's guide, so I created an “object merge” SOP and specified it's path to the FBX file. The file was imported using the File -> Import dialogue in the H10 interface, which created an FBX node on root level. This doesn't seem to be a SOP at all, but I specified that path as the SOP path in the object merge, what caused a warning (i think this yellow/black stuff on a node means a warning). Not knowing better what to do, I ignored the warning hoping that wouldn't do any harm.
I do not have a file SOP anywhere that imports that FBX, either as this wasn't created by the default importer. So I created a new file node, but this couldn't be linked with an FBX file.
I understand how things are supposed to work for my scene, but I don't get putting the pright plugs in their places, yet.
So I have attached the FBX as well as my scene file. If you were so kind to look up and explained to me, what I did wrong was very kind of you!
Houdini Indie and Apprentice » how to focus on an object in the viewport?
- Phlok
- 85 posts
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Houdini Indie and Apprentice » Turning imported FBX geometry into an SDF
- Phlok
- 85 posts
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thanks for the answers. I wanted to create something like this in the scene attached, but instead of a tepot I want my character out of the FBX animation as source for the fluid.
You mentioned a “fetch” node, so I looked that up in the help, but I only found some CHOPs stuff that didn't look very useful for my case.
You mentioned a “fetch” node, so I looked that up in the help, but I only found some CHOPs stuff that didn't look very useful for my case.
Houdini Lounge » FLUID simulations
- Phlok
- 85 posts
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If you asked the question in a more specific manner, I think the answers were different.
Talking about fluids, technically speaking you are talking about liquids and gases (i.e. compressible and non- compressible fluids). Have you ever tried doing something with gases in RealFlow? Fusion CI have, but they are “RF Gods”, to me:
http://fusioncis.com/research/smoke/?swf=smoke02_multiplecases [fusioncis.com]
What I tried wasn't that successful, so I stepped back using the Maya fluids solver for a VFX shot I had to do. This was because I know how to operate with that thing, but I also see it's very limited.
Doing so in Houdini, especiallly with the new PyroFX is way easier. I also saw a demonstration on that matter by Coen Klosters on this year's fmx, that made me think H10 is great software for doing so.
Water or liquids is a different matter. I normally prefer RealFlow for the more complicted stuff and as I am an alpha tester I can say RF5 will rock!
But I am not very experienced with Houdini but very keen on learning how things work there, but from what I have seen, there is stuff when you will be way fster with Houdini and other stuff I can barely imagine doing in Houdini and so I will keep doing that in RF.
Maya's nParticles are nice for “quick and dirty” stuff, but I think that system cannot compete at all with Houdini or RF.
Talking about fluids, technically speaking you are talking about liquids and gases (i.e. compressible and non- compressible fluids). Have you ever tried doing something with gases in RealFlow? Fusion CI have, but they are “RF Gods”, to me:
http://fusioncis.com/research/smoke/?swf=smoke02_multiplecases [fusioncis.com]
What I tried wasn't that successful, so I stepped back using the Maya fluids solver for a VFX shot I had to do. This was because I know how to operate with that thing, but I also see it's very limited.
Doing so in Houdini, especiallly with the new PyroFX is way easier. I also saw a demonstration on that matter by Coen Klosters on this year's fmx, that made me think H10 is great software for doing so.
Water or liquids is a different matter. I normally prefer RealFlow for the more complicted stuff and as I am an alpha tester I can say RF5 will rock!
But I am not very experienced with Houdini but very keen on learning how things work there, but from what I have seen, there is stuff when you will be way fster with Houdini and other stuff I can barely imagine doing in Houdini and so I will keep doing that in RF.
Maya's nParticles are nice for “quick and dirty” stuff, but I think that system cannot compete at all with Houdini or RF.
Houdini Indie and Apprentice » Turning imported FBX geometry into an SDF
- Phlok
- 85 posts
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Hi,
I created and Animated a character in Maya and imported the geometry and the animation as a FBX file into Houdini.
Now, I want to make a “fluid character” by turning the charcter's geometry into a SDF and setting that as a source for the fluid. I know how to do that with geometry created and animated in Houdini, but I do not know how to do that with an imported FBX file.
Normally, I would create a dopnet, first. Inside of the dopnet I'd create a fluidobjet. Now back on object level I create another null node (e.g. call it “source”), inside of that source I put my geometry node, connect it with an Isooffset node andthen connect the isooffset with another null node. Then, I will have this null node set up as the fluid's SDF SOP Path.
I do not know how to get the FBX file into the “source” node, and on object level I cannot create an isooffset node where I maybe could pipe in the FBX import.
Does anybody know what to do here?
I created and Animated a character in Maya and imported the geometry and the animation as a FBX file into Houdini.
Now, I want to make a “fluid character” by turning the charcter's geometry into a SDF and setting that as a source for the fluid. I know how to do that with geometry created and animated in Houdini, but I do not know how to do that with an imported FBX file.
Normally, I would create a dopnet, first. Inside of the dopnet I'd create a fluidobjet. Now back on object level I create another null node (e.g. call it “source”), inside of that source I put my geometry node, connect it with an Isooffset node andthen connect the isooffset with another null node. Then, I will have this null node set up as the fluid's SDF SOP Path.
I do not know how to get the FBX file into the “source” node, and on object level I cannot create an isooffset node where I maybe could pipe in the FBX import.
Does anybody know what to do here?
Houdini Indie and Apprentice » how to focus on an object in the viewport?
- Phlok
- 85 posts
- Offline
Hi,
I am desperately looking for an option like the “F” hotkey in Maya. If you selected something in the viewport and want the viewport to focus on that object, is there any hotkey for doing so in Houdini?
Searching the help for “focus” got me a lot of results, but nothing useful.
I am desperately looking for an option like the “F” hotkey in Maya. If you selected something in the viewport and want the viewport to focus on that object, is there any hotkey for doing so in Houdini?
Searching the help for “focus” got me a lot of results, but nothing useful.
Technical Discussion » (solved)Maya 2009 FBX Import problems
- Phlok
- 85 posts
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I have an animated character in Maya 2009 and anted to bring that into Houdini 10. The character is animated by a geometry cache.
I selected the geometry in maya and did a “Export Selection” and exported as FBX file, toggling on “Animation” in the export options. When importing the file into Houdini, I see the character's geometry, but I cannot get that thing moving.
So I baked the Animation in Maya, then did another export, but again I cannot see any movement in Houdini.
Is there anything else or special one needs to do when importing Maya FBX into Houdini?
EDIT: Ok, I changed the geocache in maya a little, now it works.
How do you bring your Maya animations into Houdini?
I selected the geometry in maya and did a “Export Selection” and exported as FBX file, toggling on “Animation” in the export options. When importing the file into Houdini, I see the character's geometry, but I cannot get that thing moving.
So I baked the Animation in Maya, then did another export, but again I cannot see any movement in Houdini.
Is there anything else or special one needs to do when importing Maya FBX into Houdini?
EDIT: Ok, I changed the geocache in maya a little, now it works.
How do you bring your Maya animations into Houdini?
Technical Discussion » Can't get a handle on the Pivot for moving
- Phlok
- 85 posts
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Hi,
I wonder if there's an option where I can fix that or do a workaround.
I've got some geometry selected and now I want to move it's pivot. So I press “insert” but the handle don't change from the common transform handle to the “move pivot” handle. I know I can alter the pivot's position by entering the soordinates directly, but as I don't get any visual feedback this method isn't suitable. Is there any other means but “ins” to force Houdini to get into “move pivot” mode?
I wonder if there's an option where I can fix that or do a workaround.
I've got some geometry selected and now I want to move it's pivot. So I press “insert” but the handle don't change from the common transform handle to the “move pivot” handle. I know I can alter the pivot's position by entering the soordinates directly, but as I don't get any visual feedback this method isn't suitable. Is there any other means but “ins” to force Houdini to get into “move pivot” mode?
Houdini Indie and Apprentice » Accessing groups for transform
- Phlok
- 85 posts
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I created a group and want to transform it. so I pick the group's transform node, feed in the group in the xform's “Group” parameter, click on it to make it active…but no matter what transform handle I click on (rotate, move…) I don't get a handle on that in the viewport. What's wrong?
Houdini Indie and Apprentice » Houdini keeping stuck in "Drag Mode"
- Phlok
- 85 posts
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Sometimes I am working on a scene, do something in the viewport and instead of having me switch to select mode, I keep stuck in “drag mode” (the one with the hand icon as mose cursor where you can position your camera). This often happens after switching from orthogonal to perspectiveview.
Anyone else ever experienced that or knows a workaround?
Anyone else ever experienced that or knows a workaround?
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