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Technical Discussion » 14 bit controllers in Midi out CHOP
- andrewlowell
- 537 posts
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Technical Discussion » 14 bit controllers in Midi out CHOP
- andrewlowell
- 537 posts
- Online
ah HA! Howdy Stefan.
Actually those two files are no-where in the book. In the book I used particles to generate stamped audio / not MIDI.
So, the MIDI generation is completely different. I try to mix it up with classes since there's just so many possibilities to cover.
8)
Actually those two files are no-where in the book. In the book I used particles to generate stamped audio / not MIDI.
So, the MIDI generation is completely different. I try to mix it up with classes since there's just so many possibilities to cover.
8)
Technical Discussion » 14 bit controllers in Midi out CHOP
- andrewlowell
- 537 posts
- Online
o yeah there's a bug with the particle attributes in this scene … you'll need to copy/paste the two particle nodes and connect that to the output and it should work then. Refreshes it somehow
Technical Discussion » 14 bit controllers in Midi out CHOP
- andrewlowell
- 537 posts
- Online
Hmmm, not sure. What is your sample rate (I always use 480hz)? That wouldn't really effect bit depth though. With the MIDI out CHOP here's some general workflow info though.
so not sure if this helps but here's the lesson files for the recent Houdini Music/Audio techniques class I taught at SESI.
The first example was using particle impacts to generate MIDI notes. Basically, with the MIDI out CHOP you want the same stuff as you get when you go in with the MIDI in CHOP.
So, I would reference a MIDI file with controller data. The DA I put together for the output of the MIDI file can be modified to accommodate controller data currently it doesn't. But, the stumbling block is actually one of the worst I've ever encountered in the Houdini CHOPs workflow.
Basically, when taking arbitrary channel values / data, and trying to put those onto channels, you have to ask. “For a certain value in all of the channels coming in, put on only the ”nth" channel going out. This would be a For-Each loop in SOPs. Couldn't come up with a good way to do it in CHOPs. There needs to be a FOR-Each Channel loop CHOP !!!
Anyway, the scene is fully functional and you can use my MIDI out asset, which should save you some trouble hopefully Let me know if you can get it to work or if you need any other help.
so not sure if this helps but here's the lesson files for the recent Houdini Music/Audio techniques class I taught at SESI.
The first example was using particle impacts to generate MIDI notes. Basically, with the MIDI out CHOP you want the same stuff as you get when you go in with the MIDI in CHOP.
So, I would reference a MIDI file with controller data. The DA I put together for the output of the MIDI file can be modified to accommodate controller data currently it doesn't. But, the stumbling block is actually one of the worst I've ever encountered in the Houdini CHOPs workflow.
Basically, when taking arbitrary channel values / data, and trying to put those onto channels, you have to ask. “For a certain value in all of the channels coming in, put on only the ”nth" channel going out. This would be a For-Each loop in SOPs. Couldn't come up with a good way to do it in CHOPs. There needs to be a FOR-Each Channel loop CHOP !!!
Anyway, the scene is fully functional and you can use my MIDI out asset, which should save you some trouble hopefully Let me know if you can get it to work or if you need any other help.
Edited by - July 29, 2008 20:25:09
Technical Discussion » rigging tutorial
- andrewlowell
- 537 posts
- Online
ah ok I see .. welp, I could use a good workflow overview Do you mainly use Python now to do the final rig construction?
Technical Discussion » rigging tutorial
- andrewlowell
- 537 posts
- Online
I think there's a new feature that allows editing of a parameter/value within a DA in 9.5 … don't have it in front of me right now
Technical Discussion » rigging tutorial
- andrewlowell
- 537 posts
- Online
Those are some great concepts I'd like to see.
I think on a more intermediate or advanced note; what does/could make Houdini much more powerful for rigging than other apps is digital assets; and how entire rigs can be collapsed into a single macro-asset … or a character can be constructed with various micro-assets.
Also … the rigging section in the “Magic of Houdini” book is quite good. I don't think anyone who reads and does those 1-2 animation chapters would be in quite so much need for a rigging tutorial.
ALSO ….
Go Peter butter him up and get him to do some rigging tutorials. I'd also really wish someone would persuade Michelle Bosquet to learn auto-rig and put out similar resources as she did with 3ds Max's Biped. I'll try again this Siggraph.
I think on a more intermediate or advanced note; what does/could make Houdini much more powerful for rigging than other apps is digital assets; and how entire rigs can be collapsed into a single macro-asset … or a character can be constructed with various micro-assets.
Also … the rigging section in the “Magic of Houdini” book is quite good. I don't think anyone who reads and does those 1-2 animation chapters would be in quite so much need for a rigging tutorial.
ALSO ….
Go Peter butter him up and get him to do some rigging tutorials. I'd also really wish someone would persuade Michelle Bosquet to learn auto-rig and put out similar resources as she did with 3ds Max's Biped. I'll try again this Siggraph.
Houdini Lounge » $C variable in Shift CHOP only half works ?
- andrewlowell
- 537 posts
- Online
yeah I remember running into this issue. You could trim the CHOP to the maximum offset before hand, which could take some memory; or you could write a more complex expression in the expression CHOP by offsetting the variable $I.
There might be a cool way to use the $C in the other parameters as well.
There might be a cool way to use the $C in the other parameters as well.
Houdini Lounge » congratulation for 9.5
- andrewlowell
- 537 posts
- Online
I think it would be much cooler if the hoodie guy's girl friend was riding on the OSX tiger and was jumping over the flaming box and shooting a machine gun at Maya characters
Technical Discussion » How? Color attribute driving jiggle chop
- andrewlowell
- 537 posts
- Online
Hi Edward .. ok I have NO CLUE .. how your file is working. Where is the VOP sop getting it's info from?
edit———-
AH WAIT … inside of it!! ok NM ops:
edit———-
AH WAIT … inside of it!! ok NM ops:
edward
Here's a slightly more optimized version to avoid un-necessary time dependencies. For kicks, I did the blending using H9.5's VOP SOP instead.
Technical Discussion » How? Color attribute driving jiggle chop
- andrewlowell
- 537 posts
- Online
Yeah that's right .. you got it!
jrgauthier
Hello Andrew!
I think I'm getting almost everything here except the expression…
$V*ic(1,$C,$I) + (1-$V)*ic(2,$C,$I)
I'm not sure to the whole of it…just to make sure…
$V is the value of the jiggle weight…
ic(1,$C,$I) is the jiggling channels t*
ic(2,$C,$I) is the non-jiggling channels t*
Is that it?
Thank you very much! Chops is so amazing!
Technical Discussion » How? Color attribute driving jiggle chop
- andrewlowell
- 537 posts
- Online
Don't go crazy JR Gauthier!
Here ya go! This method uses blending with the expression CHOP. You can use the same subtractive blending method in the point SOP also.
Here ya go! This method uses blending with the expression CHOP. You can use the same subtractive blending method in the point SOP also.
Houdini Lounge » A pipeline with Max?
- andrewlowell
- 537 posts
- Online
Has anyone tried the new MDD file support in combination with the point oven plug in for Max !!
I have to say I'm going to spend a whole day getting that working. The thought of using Final-Render lights with Houdini procedural geometry is just too cool
I have to say I'm going to spend a whole day getting that working. The thought of using Final-Render lights with Houdini procedural geometry is just too cool
Houdini Lounge » CHOP/Motion Viewer
- andrewlowell
- 537 posts
- Online
Houdini Lounge » Maya members
- andrewlowell
- 537 posts
- Online
well, I'm a 3ds Max user / trainer also, Houdini is great but there are many things I'd still prefer to do in Max .. like traditional modeling / keyframing. Just because a Maya user is attracted and uses Houdini doesn't mean they have to “convert” Every tool has it's strong and weak points.
Technical Discussion » Benefits of Python integration within Houdini
- andrewlowell
- 537 posts
- Online
JColdrick
I'm not sure I entirely agree with the idea that Houdini is all that hard to learn. This has been a longstanding argument for many years and the notion is hard to lose. Even in the past before the shelf a simple 15 minute ‘orientation’ was admittedly necessary for most but after that it's mostly about trying to forget what you *think* you know from other packages. I understand for some it was incredibly frustrating that in order to add a sphere it was a 3 stage, somewhat obfuscated process. You still need to eventually *learn* what's going on, but now at least to get you started that's an ‘add sphere’ process, which helps.
EXACTLY!! yeah I think the biggest fear is fear itself. Granted, the name Houdini is naturally a little more mysterious, but I think it's much harder for artists from other packages to “unlearn” previous knowledge which relied on shortcuts, automated procedures, etc .. than it ever is to learn Houdini and a more open and flexible way of thinking about 3d. I think if beginners in school were taught Houdini before Max/Maya they'd think Houdini was much easier to learn. Imagine trying to learn Maya or Max after Houdini, man .. that would be REALLY hard .. because the user would be looking for an organized workflow, and the same amount of flexibility and power and not finding it!
Houdini Lounge » "copy stamping" in chops ?
- andrewlowell
- 537 posts
- Online
yeah maybe try to redu the lag .. the oc() expression might be very useful for that, where you'd gather the output channel for recursive operations.
(very very soon :wink: )
(very very soon :wink: )
Houdini Lounge » "copy stamping" in chops ?
- andrewlowell
- 537 posts
- Online
The copy chop copy's samples in time according to trigger events. What you're after is the $C local variable. You'll be able to apply a lag per data channel.
Check out the tutorial video on CHOPs I think I used a $C with a lag on it.
If you want to actually use point groups .. you'd have to come up with a more creative way to apply the data. For instance, maybe actually apply a uniform lag operation in CHOPs, and then copy stamp the CHOP's parameters on the SOPs level as it's being read into a for-each or copy sop. There might be ways to do this with the expression CHOP as well by using an auxillary attribute (which corresponds to pt group) to blend the info on the transform channels
Check out the tutorial video on CHOPs I think I used a $C with a lag on it.
If you want to actually use point groups .. you'd have to come up with a more creative way to apply the data. For instance, maybe actually apply a uniform lag operation in CHOPs, and then copy stamp the CHOP's parameters on the SOPs level as it's being read into a for-each or copy sop. There might be ways to do this with the expression CHOP as well by using an auxillary attribute (which corresponds to pt group) to blend the info on the transform channels
Technical Discussion » AttribComposite operation
- andrewlowell
- 537 posts
- Online
Might be useful but sounds like a job for point sops and digital assets
Maybe a switch sop to switch between the operations
Maybe a switch sop to switch between the operations
Houdini Lounge » Intermediate CHOPs with Effects class
- andrewlowell
- 537 posts
- Online
Hey Guys the class isn't full yet and only a week away! I'll be covering how to improve the timing and interaction of particle systems, as well as data flow and pre-post processes for dynamics using CHOPs.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1203&Itemid=215 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=1203&Itemid=215 [sidefx.com]
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