It is asking for ‘_standard_helpers_.h’ which probably is not present on my machine. Anyway thanks, I think I understand the method.
In meantime, got the workaround to work, by spreading points from points via Point Generate SOP, distributing values by point numbers of Point Generate, finally collecting them back by using Pcfind VOP (which one nicely returns array). In case of uniform distribution, actually I'd be able to avoid the Pcfind in favor of some modulo trickery.
Just for info, ICE ‘UV to location’ is exclusive for NURBS surfaces and curves, querying only an ‘intrinsic’ uv.
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SI Users » Primitive attribute VOP and array
- amm
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SI Users » Primitive attribute VOP and array
- amm
- 98 posts
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1d array of 3d vectors, per point. Something like attached pic. Get element (ICE ‘select in array’) become at the end. Generally I'm seeking for something more flexible and pleasant, instead of bunch of prim atribute nodes. Evaluation speed doesn't matter that much, as it happens before deformations.
From what I've read, this should be doable by For Each SOP in H, but for now I have no idea how to get For Each thing to output an array.
From what I've read, this should be doable by For Each SOP in H, but for now I have no idea how to get For Each thing to output an array.
SI Users » Primitive attribute VOP and array
- amm
- 98 posts
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Hello
just tried to re assemble a pretty much ordinary ICE construction - to use an array as uv input of ‘uv to location’ (prim uv vop in H) - and this does not work. Input does not match. Same with XYZ distance.
Now, question, is it a general rule. Does it work with some sort of coding, instead of VOP ?
just tried to re assemble a pretty much ordinary ICE construction - to use an array as uv input of ‘uv to location’ (prim uv vop in H) - and this does not work. Input does not match. Same with XYZ distance.
Now, question, is it a general rule. Does it work with some sort of coding, instead of VOP ?
Houdini Learning Materials » Input field preferences
- amm
- 98 posts
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Hello,
is there a way to restrict the input fields, to accept only numbers. RMB toggle or something. For now, every time I hit the K (or something else) for setting the animation key, accidentally over input field, H takes this as expression that can't evaluate.
Basically I'd like to have a behavior of Maya Channel Box or Softimage MCP, where anything else than numbers is not allowed (in appropriate fields) - or, sort of ‘safe switch’ at least.
is there a way to restrict the input fields, to accept only numbers. RMB toggle or something. For now, every time I hit the K (or something else) for setting the animation key, accidentally over input field, H takes this as expression that can't evaluate.
Basically I'd like to have a behavior of Maya Channel Box or Softimage MCP, where anything else than numbers is not allowed (in appropriate fields) - or, sort of ‘safe switch’ at least.
Technical Discussion » How to unhide handle axis
- amm
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Hello,
it seems that H automatically hides the particular axis of rotation handles, based on angle to viewport camera. Is there an option to disable this behavior, and enable all three axes, all the time. For now, it seems I constantly need to rotate the viewport just to catch the handle.
Tried option to drag with MMB, but this doesn't respect the gimbal mode.
In short, I'm looking for preference option, or something in config files.
it seems that H automatically hides the particular axis of rotation handles, based on angle to viewport camera. Is there an option to disable this behavior, and enable all three axes, all the time. For now, it seems I constantly need to rotate the viewport just to catch the handle.
Tried option to drag with MMB, but this doesn't respect the gimbal mode.
In short, I'm looking for preference option, or something in config files.
SI Users » auto open nodes in other pane - possible?
- amm
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Not the same, but still a bit faster than double clicking: I'm using expanded tree view. If something inside node is selected in tree view, H jumps into appropriate network. At least, allows to go directly from one to another network, without opening and closing.
SI Users » Converting global transform to local, best way
- amm
- 98 posts
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fuat
two ways:
1st:
with your component selected (e.g. primitives) in the viewport press “m” key to toggle between world/local/view/component mode.
2nd (not that comfortable in my opinion): select (object or component), RMB on handle, choose “Handle Parameters…”.
does same as above.
hope this helps,
Fuat
Thanks, but - I didn't talk about handles, manipulators or viewport interaction at all. To explain it simple: in Softimage, Blender (to some extent), I think in Maya too - if you set rotation key on IK driven bone, and you set IK weight to zero, later, bone will stay on same rotation.
SI Users » Converting global transform to local, best way
- amm
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Thank you guys, but I looked for examples, mainly - advantages of shells simply doesn't fit into level of engagement.
Anyway found some examples of origin, but it seems this one does not consider rotation order. People who prefer more visual approach, will know how local rotation, for example in Softimage or Blender, once is driven by something global, completely changes its values when rotation order is changed - ok this is not performed automatically in Blender, but there's ‘apply visual transform’ command.
Since bone rotation order in H seems to be fixed (!?) to something starting with Z, which is understandable when bone axis is Z, usual XYZ won't work, I'm afraid.
Hopefully, mentioned object chain - transform chain CHOP is able to output the approprate rotation order, but what if I want to on-the-fly, immediate transfer of animated rotation order.
Perhaps there's time for me, to lower the Houdini ambition to deformation rig only, driven by imported kinematics from some another 3d app. Sounds as much faster method.
Anyway found some examples of origin, but it seems this one does not consider rotation order. People who prefer more visual approach, will know how local rotation, for example in Softimage or Blender, once is driven by something global, completely changes its values when rotation order is changed - ok this is not performed automatically in Blender, but there's ‘apply visual transform’ command.
Since bone rotation order in H seems to be fixed (!?) to something starting with Z, which is understandable when bone axis is Z, usual XYZ won't work, I'm afraid.
Hopefully, mentioned object chain - transform chain CHOP is able to output the approprate rotation order, but what if I want to on-the-fly, immediate transfer of animated rotation order.
Perhaps there's time for me, to lower the Houdini ambition to deformation rig only, driven by imported kinematics from some another 3d app. Sounds as much faster method.
SI Users » Converting global transform to local, best way
- amm
- 98 posts
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By the way, this typing in textport, is it a wish to have a different way of communicating with software than rest of planet, for any price, or what.
Is there a difference to f1 for docs. In case of ‘origin’, return is the same.
Is there a difference to f1 for docs. In case of ‘origin’, return is the same.
SI Users » Converting global transform to local, best way
- amm
- 98 posts
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Hello
I think we all know, how SI automatically converts the global transform, driven by IK or constraints, to local one, and ability to read this with expressions, and so. Now in Houdini, it seems we need to do the equivalent for particular case. So far so good, I've managed to get the IK driven rotations, following the factory examples, using object chain - transform chain CHOPs.
Anyway, is there an another, more direct way. By looking at node info of Fetch Object, noticed a nicely displayed fetched transform. Is there a way to read this, ‘under MMB’ info, using expression.
Also, are there scripting examples, comparable to synoptic, coming with SI install. I think I sow something similar to SI synoptic in H 14 promo videos. For now, my ambition is limited to getting the local rotation of bones, driven by IK, and setting the appropriate key on bone rotation - but I'm pretty sure I'll want more in future.
I think we all know, how SI automatically converts the global transform, driven by IK or constraints, to local one, and ability to read this with expressions, and so. Now in Houdini, it seems we need to do the equivalent for particular case. So far so good, I've managed to get the IK driven rotations, following the factory examples, using object chain - transform chain CHOPs.
Anyway, is there an another, more direct way. By looking at node info of Fetch Object, noticed a nicely displayed fetched transform. Is there a way to read this, ‘under MMB’ info, using expression.
Also, are there scripting examples, comparable to synoptic, coming with SI install. I think I sow something similar to SI synoptic in H 14 promo videos. For now, my ambition is limited to getting the local rotation of bones, driven by IK, and setting the appropriate key on bone rotation - but I'm pretty sure I'll want more in future.
SI Users » Lattice don't care about orientation
- amm
- 98 posts
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SI Users » Lattice don't care about orientation
- amm
- 98 posts
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Thank You kindly, AdamJ. Anyway, somehow sad to know, how many users of around three another 3d apps, have a wrong thing in mind when it comes to word “lattice”. Poor people…
Thanks again.
Thanks again.
SI Users » Lattice don't care about orientation
- amm
- 98 posts
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Hello,
Just playing with Lattice SOP, it seems it calculates only position delta, but not orientation. Is it a bug in v14 or expected behavior. I'm using first public available v14, 14.0.201.13.
To explain better what I expect to see, but it's not there, there's desired effect of custom deformer at bottom of pic.
Thanks
Just playing with Lattice SOP, it seems it calculates only position delta, but not orientation. Is it a bug in v14 or expected behavior. I'm using first public available v14, 14.0.201.13.
To explain better what I expect to see, but it's not there, there's desired effect of custom deformer at bottom of pic.
Thanks
SI Users » Can you work quickly in Houdini?
- amm
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Without going into general statements, just to add a few, I've found ‘quicker’ than SI, in universe of one-man-band.
1: copy paste between the scenes. Exactly, select nodes, copy, close scene, open new scene, paste the nodes into appropriate contest. This works with Softimage ICE, too. But, by nature of Houdini networks, it's possible to copy and paste a much more in one go, including things that does not belong to ICE tree, like referenced geometry.
Copy paste ability, especially of this type, definitively is cornerstone of one-man-band survival plan.
2:Expressions, again copy paste option in Houdini. RMB on parameter, copy, paste it somewhere else as values (including all three XYZ components together), link expression, or entire key-framed animation.
Expressions ( I mean, written ones) are not welcome guest in ICE, probably because they are product of much older development.
3: All that small, but useful ergonomic enhancements when it comes to work with nodes. RMB on input or output that opens the menu, ability to insert the null (ICE pass-trough) into many connections at once, copy paste which tries to smartly fit into new network, quick way for node coloring, and so on.
Of course, everything I mentioned belongs to, whatever is possible to do by nodes, scene assembly, ambitious motion graphics, FX - but, well, that's what, very personally, I'm looking for, in Houdini.
1: copy paste between the scenes. Exactly, select nodes, copy, close scene, open new scene, paste the nodes into appropriate contest. This works with Softimage ICE, too. But, by nature of Houdini networks, it's possible to copy and paste a much more in one go, including things that does not belong to ICE tree, like referenced geometry.
Copy paste ability, especially of this type, definitively is cornerstone of one-man-band survival plan.
2:Expressions, again copy paste option in Houdini. RMB on parameter, copy, paste it somewhere else as values (including all three XYZ components together), link expression, or entire key-framed animation.
Expressions ( I mean, written ones) are not welcome guest in ICE, probably because they are product of much older development.
3: All that small, but useful ergonomic enhancements when it comes to work with nodes. RMB on input or output that opens the menu, ability to insert the null (ICE pass-trough) into many connections at once, copy paste which tries to smartly fit into new network, quick way for node coloring, and so on.
Of course, everything I mentioned belongs to, whatever is possible to do by nodes, scene assembly, ambitious motion graphics, FX - but, well, that's what, very personally, I'm looking for, in Houdini.
SI Users » Deform by UV in Houdini
- amm
- 98 posts
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Hello,
just wanted to share the Houdini variance of ICE 'Deform by UV' [si-community.com] compounds. Thing rides on common simple trick, what could be done by shuffling the original point position, when it is projected and deformed through some UV space. Anyway I think it's still interesting, look like simple example of Houdini way to get functionality of ICE's workhorse, ‘Get Closest Location’ and ICE “interpreting” of location concept.
I've used a little bit extended version of these ICE compounds, for simple skin sliding on character, anyway I think it's mainly used for stuff like in pic. It allows to model in much more comfortable, “planar” space, also it is much easier to adapt things like modeled cloth, to different body.
Good news is, performance when editing mesh, seems to be the same in Houdini, if not faster than in Softimage.
Bad news (if this is a news at all) - something definitively is wrong with *obj export on SI - Houdini relation. Win 7 Sp1 runs over all memory, with Houdini, with 20k meshes, smooth shaded. I'd believe this is related to point normals, written into *obj by SI. Passed the *obj files through Blender, which elegantly omits to write any point normal into *obj file, everything become fine after that.
Get hiplc here [matkovic.com]
just wanted to share the Houdini variance of ICE 'Deform by UV' [si-community.com] compounds. Thing rides on common simple trick, what could be done by shuffling the original point position, when it is projected and deformed through some UV space. Anyway I think it's still interesting, look like simple example of Houdini way to get functionality of ICE's workhorse, ‘Get Closest Location’ and ICE “interpreting” of location concept.
I've used a little bit extended version of these ICE compounds, for simple skin sliding on character, anyway I think it's mainly used for stuff like in pic. It allows to model in much more comfortable, “planar” space, also it is much easier to adapt things like modeled cloth, to different body.
Good news is, performance when editing mesh, seems to be the same in Houdini, if not faster than in Softimage.
Bad news (if this is a news at all) - something definitively is wrong with *obj export on SI - Houdini relation. Win 7 Sp1 runs over all memory, with Houdini, with 20k meshes, smooth shaded. I'd believe this is related to point normals, written into *obj by SI. Passed the *obj files through Blender, which elegantly omits to write any point normal into *obj file, everything become fine after that.
Get hiplc here [matkovic.com]
SI Users » Weighting the soft body constraint
- amm
- 98 posts
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Constantin XWell scene is a bit messy….
Can you post the .hipnc file so we can learn what have you done to solve the issue?
Basically, I just copied the blending structure from factory “SimpleBlend” sample, then pasted it into Wire DOP network, created by shelf tools. And forgot that mentioned “SimpleBlend” operates with SRT (position in Houdini), not deformation (geometry in Houdini).
Anyway, it looks like in pic. First on left side does the “all in all” blend, driven by animated ‘Blend Factor’ parameter. At some point, entire simulation is blended back to original shape.
Second on right side is more ICE-ish setup, where Geometry VOP smoothly blends the Wire solver, against another geometry with same number of points ( this time, just an original geometry) - what we call ‘switch context’ method in ICE, or Shape Key. So, ‘mix’ node in geometry VOP acts as a sort of per-point constraint, having any weight between 0 and 1, anywhere.
From my tests, second is about 20 percents slower than plain wire simulation - but it does what it does. It can live without “wire glue” constraint.
In third pic there's Geometry VOP - at bottom, there is structure, similar to internals of ICE ‘Build Linearly Interpolated Array“ - it does re mapping of hair points, from per-hair point count, to 0 - 1 range. Two ”get attributes“ gets the P and v from external object - not sure is there a real need for connecting anything else than P, maybe v.
Theoretically, same setup should work for Cloth sim - but don’t hold me on anything, everything here is purely experimental. Note that it is always possible to blend in ”post-simulation" by adding something after DOP Import on original object - but, this is less natural, definitively.
SI Users » Weighting the soft body constraint
- amm
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Ok, finally I got Blend Solver to work. Stubbornly, I kept the Blend Data name to ‘position’, which seems to be SRT in Houdini, so nothing happens as both solvers are at world origin ( that's how I understand…). By setting Blend Data name to ‘Geometry’, or , deformation in Softimage, it started to work. Not exactly what I wanted, but more than enough to forget to Syflex style constraint weighting. All good.
SI Users » Weighting the soft body constraint
- amm
- 98 posts
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hello,
I'm playing with wire solver. I'm trying to make wires to stick to emitter surface, but gradually. Ideally, I'd be able to have hair part close to root, to absolutely follow the emitter deformation - or deformation of any other wire object, having the same point structure. Hair tip should be affected only by simulation.
For now, got something close, by creating a target stiffness attribute in VOPSOP on static object, varying by point. But, this procedure doesn't seem to work with pin constraint. Let's say if I set ‘restlength’ attribute on static object, nothing changes.
In Syflex for Softimage, even old, non ICE Syflex, I'm able to paint the weight map, and use weight map for modulating the pin or mimic constraint. So, no big deal to have a portion that sticks absolutely, together with *smooth* transition to absolutely simulated part.
In ICE simulated tree, I'm able to just set point position, using value transferred form anywhere, and mix this with simulated result, using a plain linear interpolate node ( I think this is a mix in Houdini). How to do to this in Houdini… Tried the blend solver, to mix the wire solver with static solver, but didn't get anything more than network without errors and no blending at all - I must be doing something wrong, obviously….
I'm playing with wire solver. I'm trying to make wires to stick to emitter surface, but gradually. Ideally, I'd be able to have hair part close to root, to absolutely follow the emitter deformation - or deformation of any other wire object, having the same point structure. Hair tip should be affected only by simulation.
For now, got something close, by creating a target stiffness attribute in VOPSOP on static object, varying by point. But, this procedure doesn't seem to work with pin constraint. Let's say if I set ‘restlength’ attribute on static object, nothing changes.
In Syflex for Softimage, even old, non ICE Syflex, I'm able to paint the weight map, and use weight map for modulating the pin or mimic constraint. So, no big deal to have a portion that sticks absolutely, together with *smooth* transition to absolutely simulated part.
In ICE simulated tree, I'm able to just set point position, using value transferred form anywhere, and mix this with simulated result, using a plain linear interpolate node ( I think this is a mix in Houdini). How to do to this in Houdini… Tried the blend solver, to mix the wire solver with static solver, but didn't get anything more than network without errors and no blending at all - I must be doing something wrong, obviously….
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