Ah, I see. OK thanks Edward, that does help clear up a few things. I'll give that a try and see what I come up with.
Basically, the Align Capture Pose tool copies rest values to the Capture Pose, include worldspace transform?
Cheers,
Peter B
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Technical Discussion » Docs for Capture and IK Rest?
- pbowmar
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Technical Discussion » Tutorial problem: Capturing The Arm
- pbowmar
- 7024 posts
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Well, since I can't find any docs on Capture Pose, I guess I'm lost… If I don't use it, I need to use Frame 0, like the old days, right?
Technical Discussion » Hscript to turn on Autosave?
- pbowmar
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This is embarassing, but I can't find the command to turn on Autosave from Hscript. I grudgingly acknowledge that the flag's state shouldn't be saved in the preferences, however I want to turn it on via the 456.cmd under various conditions but can't figure out how.
help -k autosave gives me … nothing.
Cheers,
Peter B
help -k autosave gives me … nothing.
Cheers,
Peter B
Technical Discussion » Tutorial Problem: Rest Angle
- pbowmar
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Technical Discussion » Docs for Capture and IK Rest?
- pbowmar
- 7024 posts
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OK, so in the Capturing the Arm tutorial, it talks about how “a capture pose was created” when the geometry was captured. HOW??? What is going on behind the scenes? This sort of hidden, black box functionality is why I don't want to use other packages, but now I keep running into it in Houdini, to my unending frustration.
Cheers,
Peter B
Cheers,
Peter B
Technical Discussion » Tutorial problem: Capturing The Arm
- pbowmar
- 7024 posts
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Hello,
In the Capturing Geometry tutorial, it mentions that you can name the Channel group prefix to be more descriptive, but that doesn't appear to be possibly in 8.
Cheers,
Peter B
In the Capturing Geometry tutorial, it mentions that you can name the Channel group prefix to be more descriptive, but that doesn't appear to be possibly in 8.
Cheers,
Peter B
Technical Discussion » Edit bones in Bones tool, why?
- pbowmar
- 7024 posts
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Hello,
What's the reasoning behind having the editing of the bones be part of the Bones tool? It just seems to cause more problems, I'm constantly starting new bone chains by missing the little tiny square. Why not have an Edit Bones tool instead? More intuitive too.
Cheers,
Peter B
What's the reasoning behind having the editing of the bones be part of the Bones tool? It just seems to cause more problems, I'm constantly starting new bone chains by missing the little tiny square. Why not have an Edit Bones tool instead? More intuitive too.
Cheers,
Peter B
Technical Discussion » Tutorial Problem: Rest Angle
- pbowmar
- 7024 posts
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Hello,
I turn on Kin OverrideRest but I cannot rotate the bone with the Transform tool as indicated in the tutorial… So, how do I set the Rest angle?
Cheers,
Peter B
I turn on Kin OverrideRest but I cannot rotate the bone with the Transform tool as indicated in the tutorial… So, how do I set the Rest angle?
Cheers,
Peter B
Technical Discussion » bounced light / object lights
- pbowmar
- 7024 posts
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Yeah, one of the reasons that the photon mapping hasn't been pushed harder is that it generally isn't needed except in extreme cases. As you observe, irradiance gives you the look without the fuss and bother of generating (and keeping track of) photon maps. I've really only used photon maps for caustics, never for lighting. Nice to have though.
Incidentally, a neat trick is to convert your photon maps to .bgeo files (use i3dconvert) then you can load them in and actually see where the photons lie on the geometry. Very helpful debugging photon renders.
Cheers,
Peter B
Incidentally, a neat trick is to convert your photon maps to .bgeo files (use i3dconvert) then you can load them in and actually see where the photons lie on the geometry. Very helpful debugging photon renders.
Cheers,
Peter B
Technical Discussion » bounced light / object lights
- pbowmar
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It should just happen automatically if you use Full Irradiance in the GI Light shader… Place a constant shaded sphere on a grid, render with only the GI light and see what happens. Of course, I haven't actually tried it )
Cheers,
Peter B
Cheers,
Peter B
Technical Discussion » More tutorial trouble
- pbowmar
- 7024 posts
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In the
hdox//houdini/content/base/tutorials/fm_07_guide_character_1008245.xml
tutorial (Bones) The Adding Kinematics to Existing Bones section tells you to draw bones with no Kinematics, which is fine.
Step 2 is Add Kinematics to the Bones which really does't tell me how to do it )
Also, in the Draw Bones with Kinematics bit, that would be a perfect place to link to an explanation of what is happening under the hood (the Kin CHOP basically).
Cheers,
Peter B
hdox//houdini/content/base/tutorials/fm_07_guide_character_1008245.xml
tutorial (Bones) The Adding Kinematics to Existing Bones section tells you to draw bones with no Kinematics, which is fine.
Step 2 is Add Kinematics to the Bones which really does't tell me how to do it )
Also, in the Draw Bones with Kinematics bit, that would be a perfect place to link to an explanation of what is happening under the hood (the Kin CHOP basically).
Cheers,
Peter B
Technical Discussion » Docs missing info
- pbowmar
- 7024 posts
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Hello again,
In the viewport help for the Bones state, there is no mention of the “Auto-correct capture” toggle at the top of the viewport…
Cheers,
Peter B
In the viewport help for the Bones state, there is no mention of the “Auto-correct capture” toggle at the top of the viewport…
Cheers,
Peter B
Technical Discussion » Tutorial problems
- pbowmar
- 7024 posts
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OK, just went through the first Posing tutorial.
There is a cube behind each elbow that I select but nothing moves when I drag the handle. Something wrong there?
The capture has lost points, you drag her around and points remain uncaptured.
I turn on Override Rest and she distorts. I turn on Override Capture and she collapses into a puddle ( I take it I shouldn't look at this for tips on using Override? )
Might want to run a spell-checker on all the docs, there are numerous typos everywhere.
Cheers,
Peter B
There is a cube behind each elbow that I select but nothing moves when I drag the handle. Something wrong there?
The capture has lost points, you drag her around and points remain uncaptured.
I turn on Override Rest and she distorts. I turn on Override Capture and she collapses into a puddle ( I take it I shouldn't look at this for tips on using Override? )
Might want to run a spell-checker on all the docs, there are numerous typos everywhere.
Cheers,
Peter B
Technical Discussion » Docs for Capture and IK Rest?
- pbowmar
- 7024 posts
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What a nightmare! So, I tediously get the bone's Capture, Rest and regular poses aligned nicely. I move to the second bone (child of the first), and I can copy over the rotates OK for the Rest, rest is working fine, but I go to the Capture override and the bone's translates all end up at 0,0,0!! WTF?
Also, I see handle bindings on the Capture transforms, but I can't figure out how to activate them.
Cheers,
Peter B
Also, I see handle bindings on the Capture transforms, but I can't figure out how to activate them.
Cheers,
Peter B
Edited by - Oct. 14, 2005 10:51:08
Technical Discussion » bounced light / object lights
- pbowmar
- 7024 posts
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There's a video tut for the Irradiance stuff. It's here
http//sidefx.vislab.usyd.edu.au/houdini_video/by_topic/rendering/index.html
Cheers,
Peter B
http//sidefx.vislab.usyd.edu.au/houdini_video/by_topic/rendering/index.html
Cheers,
Peter B
Technical Discussion » Docs for Capture and IK Rest?
- pbowmar
- 7024 posts
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OK, making a little progress. So, if I have the Capture pose parameters match the pre-transforms, things work as I would hope. Soooo… is there any way to auto-extract the pre-transform and apply it to the Capture pose parameters? I know I could write one, but unless I'm missing some important workflow thing, this is something people would do a lot, no?
Cheers,
Peter B
Cheers,
Peter B
Technical Discussion » Docs for Capture and IK Rest?
- pbowmar
- 7024 posts
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OK, a few more questions.
There is the Bone Capture Pose stuff in the Deform Region tab of the Capture tab. I see that if I set the Override Pose to On the bone jumps somewhere else entirely, which I guess is fine then I can tediously rotate back to where I want it. How can I just make it match where I had it in the first place?
Again, am I missing docs that explain this stuff? Or is the character stuff still “campfire lore” in the fine Houdini tradition? )
Cheers,
Peter B
There is the Bone Capture Pose stuff in the Deform Region tab of the Capture tab. I see that if I set the Override Pose to On the bone jumps somewhere else entirely, which I guess is fine then I can tediously rotate back to where I want it. How can I just make it match where I had it in the first place?
Again, am I missing docs that explain this stuff? Or is the character stuff still “campfire lore” in the fine Houdini tradition? )
Cheers,
Peter B
Technical Discussion » Docs for Capture and IK Rest?
- pbowmar
- 7024 posts
- Offline
Hello,
So, I'm trying to rig a character with the spanky new stuff and I find I'm falling flat on my face. The docs have some basic overview type stuff, but no in-depth explanation of what's going on and I'm constantly hitting walls where things explode for reasons I don't understand.
Is there a definitive explanation of how all this fancy stuff works together somewhere? Am I missing something in the docs or a nice tutorial hidden on the website somewhere?
Specifically, while I understand the Kinematics Override None, the Rest and particularly Capture are fuzzy. Rest is just turning off the IK solvers, right? What is Capture doing?? Does it relate to the Pre-transforms and/or the Rest Angles and Bone Length somehow?
Also, what is the bonealigncapture Hscript command actually doing? There is strange new Capture and Deform region stuff, but I only see one Cregion SOP inside the Bone! What's going on there?
Cheers,
Peter B
So, I'm trying to rig a character with the spanky new stuff and I find I'm falling flat on my face. The docs have some basic overview type stuff, but no in-depth explanation of what's going on and I'm constantly hitting walls where things explode for reasons I don't understand.
Is there a definitive explanation of how all this fancy stuff works together somewhere? Am I missing something in the docs or a nice tutorial hidden on the website somewhere?
Specifically, while I understand the Kinematics Override None, the Rest and particularly Capture are fuzzy. Rest is just turning off the IK solvers, right? What is Capture doing?? Does it relate to the Pre-transforms and/or the Rest Angles and Bone Length somehow?
Also, what is the bonealigncapture Hscript command actually doing? There is strange new Capture and Deform region stuff, but I only see one Cregion SOP inside the Bone! What's going on there?
Cheers,
Peter B
Houdini Lounge » BUG: HIPNAME not correct in 456.cmd
- pbowmar
- 7024 posts
- Offline
Interesting… the shopvisible at least can be set with ENV variables, as can the FPS but of course, you might want to change that on a per-session basis… which means you have to write a wrapper script (which is exactly what I had to do) around “houdini” but then also “hscript” and possibly others… it gets ugly fast!
Cheers,
Peter B
Cheers,
Peter B
Technical Discussion » bounced light / object lights
- pbowmar
- 7024 posts
- Offline
What Deecue said ) When I did the room radiosity tutorial I started out using the Photon stuff, but I was frustrated by the fact you could not “aim” the photons, and there is an upper limit of 2 billion or so (I believe an Integer 32bit limit or something?) so I had a hard time getting the detail I wanted. Then I ran out of time (
Cheers,
Peter B
Cheers,
Peter B
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