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Houdini Lounge » How to set the project?
- sascha
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You made my day, thanks. Did not find this feature in the docs. A nice addition would be if you could modify the project list inside Houdini like in XSI.
Edited by - Dec. 8, 2004 03:01:02
Houdini Lounge » How to set the project?
- sascha
- 158 posts
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Can I anywhere in Houdini 7 set a kind of “current project” or can I define bookmarks in the file explorer? Because every time I open the application I have to navigate to my current working location. That seems odd to me.
Houdini Lounge » Need an nVidia card to replace ATI
- sascha
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You can get a 6800 LT for 200 Euros, it has only 8 pixel pipelines compared to the 16 pipelines from the Ultra version, ceaper memory and less MHz but I would prefer it over a FX card because of the Shader Model 3.0 feature set. Also if you can wait a month the 6600 GT and 6600 will be very good cards for 200 and 150 Euros.
The ATI problem with professional OpenGL software is not a surprise, many people have problems with ATI gaming cards and Maya and XSI.
The ATI problem with professional OpenGL software is not a surprise, many people have problems with ATI gaming cards and Maya and XSI.
Technical Discussion » local -> global space
- sascha
- 158 posts
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Simon
Grab a load of points and you can drag them all up along their normals,
how could you move them all with a transform handle?
Ok Simon, you got a point there. :wink:
But nevertheless, I need all three coordinate system modes for the manipulator handles.
Technical Discussion » local -> global space
- sascha
- 158 posts
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Simon
Peak mode is peak mode it moves the points/poly along it's normal that's all it does, so there are no other axis, I don't think that should change.
However, I see no use for a peak mode if I could change the space for the transform handle itself. And the other two axes wouldn't be in the way if you don't need them.
Technical Discussion » local -> global space
- sascha
- 158 posts
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First time I have the feeling someone can reproduce the issue.
I think it is such a simple thing the development guys could integrate this very quickly, but I know that's never the problem. However, I hope Side Effects will make a step forward in this case.
I think it is such a simple thing the development guys could integrate this very quickly, but I know that's never the problem. However, I hope Side Effects will make a step forward in this case.
Technical Discussion » local -> global space
- sascha
- 158 posts
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edward
To move along the normal in Edit/Transform, right-click on the handle and choose “Peak”. The shortcut key is y. To change back, try the e, r, or t hotkeys.
For PolyExtrude, I think you have to toggle the mode before you extrude.
Better than nothing but I have to say it's still disappointing. In Peak mode I have only one translation direction, the direction of the normal. But where are the other axes? And why can I not rotate the component in normal space? And by the way, where is the object space? I wish Side Effects would integrate these basic standard functions into Houdini.
Edited by - Aug. 22, 2004 11:07:44
Technical Discussion » local -> global space
- sascha
- 158 posts
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You're absolutely right! I think most users who are sitting in front of a new package are trying to approach modeling like in their familiar package. And I'm very eager to get familiar how to think in Houdini because I like the software somehow even if I can do everything faster in XSI or Maya for the moment. Hope this will change very soon.
Yeah, I tried the first batch of tutorials at www.3dbuzz.com. Very good videos for the beginning. I also started with the 5.5 tutorial guide from Side Effects. I would like to get first familiar with modeling in Houdini but unfortunately all modeling tutorials are not very deep in terms of modeling operators. So if someone knows a good poly modeling tutorial…
For the handles: Yes, the handle is always centered around the selected component, but the axes are oriented with the world coordinates in the Edit SOP not with the component normal. How can I toggle it to the normal direction? Nobody wants to translate a poly, edge or vertex in the normal direction in Houdini? Or I am misconceiving something? With the PolyExtrude SOP the handle is oriented along the component normal fortunately. But there is also the problem I cannot switch the handle back into the world system. Also the “Local Control” option in Houdini 7 for the extrusion does not change this. To be honest I cannot find out what this option does. Also if I align the PolyExtrude SOP handle back to the world mode, it does not only affects the handle but also the component unfortunately.
Cheers,
Sascha
Yeah, I tried the first batch of tutorials at www.3dbuzz.com. Very good videos for the beginning. I also started with the 5.5 tutorial guide from Side Effects. I would like to get first familiar with modeling in Houdini but unfortunately all modeling tutorials are not very deep in terms of modeling operators. So if someone knows a good poly modeling tutorial…
For the handles: Yes, the handle is always centered around the selected component, but the axes are oriented with the world coordinates in the Edit SOP not with the component normal. How can I toggle it to the normal direction? Nobody wants to translate a poly, edge or vertex in the normal direction in Houdini? Or I am misconceiving something? With the PolyExtrude SOP the handle is oriented along the component normal fortunately. But there is also the problem I cannot switch the handle back into the world system. Also the “Local Control” option in Houdini 7 for the extrusion does not change this. To be honest I cannot find out what this option does. Also if I align the PolyExtrude SOP handle back to the world mode, it does not only affects the handle but also the component unfortunately.
Cheers,
Sascha
Technical Discussion » local -> global space
- sascha
- 158 posts
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You have never enough time in production. Maybe I will stay with XSI for poly/subd modeling. But I will not give up so soon.
Would be interesting to know how you guys thing about modeling in Houdini. Do most of you model in Houdini or do you prefer other packages like Studio, Maya, Lightwave or XSI for modeling?
Would be interesting to know how you guys thing about modeling in Houdini. Do most of you model in Houdini or do you prefer other packages like Studio, Maya, Lightwave or XSI for modeling?
Technical Discussion » Poly Bridge
- sascha
- 158 posts
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@Nate
Thanks for the demo scene! The PolyKnit operator is exactly what I'm looking for. But how did you manage to use only one PolyKnit operation? If I try to connect more than 3 or 4 points the PolyKnit operator seems to flip some edges and I ended up with some intersected polygons/edges. Seems the operator has problems creating polygons which share more than 3/4 edges.
No, I was not at Siggraph this year unfortunately. Maybe next year if my firm will give me a ticket.
Thanks for the demo scene! The PolyKnit operator is exactly what I'm looking for. But how did you manage to use only one PolyKnit operation? If I try to connect more than 3 or 4 points the PolyKnit operator seems to flip some edges and I ended up with some intersected polygons/edges. Seems the operator has problems creating polygons which share more than 3/4 edges.
No, I was not at Siggraph this year unfortunately. Maybe next year if my firm will give me a ticket.
Technical Discussion » local -> global space
- sascha
- 158 posts
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edward
If you're using the Edit (or Transform) SOPs, then the handle is already aligned to the centre of the selection. For PolyExtrude, you can right-click on the handle to turn on/off Local Mode. For everything else, I think orientation picking might be the answer.
Where can I find the toggle ‘Local Mode’ in 6.1? The handle for the Edit SOP is always in the world matrix. The only way I found in 6.1 is to rotate the handle manually but that's too imprecise. And when I transform or rotate the handle and switch back to ‘Align with world axes’ the poly/edge/vertex switches also back not only the handle! What's what? I only want to modify the handle not the corresponding component. How can you model in Houdini? I need some tips.
Technical Discussion » Poly Bridge
- sascha
- 158 posts
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Thanks!
The operator names in Houdini are a bit different compared to most other packages.
By the way, how hard is it to write a custom SOP which mimics the behavior of a ‘Bridge’ or ‘Append to Polygon’ operator from aother dcc packages in Houdini? Can you script such an operator or you have to code it in C?
The operator names in Houdini are a bit different compared to most other packages.
By the way, how hard is it to write a custom SOP which mimics the behavior of a ‘Bridge’ or ‘Append to Polygon’ operator from aother dcc packages in Houdini? Can you script such an operator or you have to code it in C?
Technical Discussion » Poly Bridge
- sascha
- 158 posts
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Ok, works so far with extruding and snapping. But how do I weld the vertices together after that? At the moment I have ugly border edges in the mesh.
Technical Discussion » local -> global space
- sascha
- 158 posts
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edward
What exactly do you want to do with the pivot?
The center of geometry doesn't matter for me. I simply want to rotate the center of my current selection. Sometimes I want for example translate or extrude a polygon or vertex into a specific direction. So I need a way to change the direction of the translation axis. Switching between world, object and normal mode is one thing, but it is also very helpy if I can align the center to another object or component. Isn't there a way to do all this in Houdini?
@Henster
At the geometry level.
Technical Discussion » handle annoyance
- sascha
- 158 posts
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Technical Discussion » Poly Bridge
- sascha
- 158 posts
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jeff
polyStitch in the viewport to select the corner points.
Did not work. I simply want to fill the hole. Unfortunately PolyCap did not handle this very well. Here is the example: www.renderregion.com/houdini/polyModel.hipnc
Technical Discussion » Poly Bridge
- sascha
- 158 posts
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How can I bridge two edges? Or how can I fill the gap with a new polygon?
http://www.renderregion.com/houdini/polyBridge.gif [renderregion.com]
http://www.renderregion.com/houdini/polyBridge.gif [renderregion.com]
Technical Discussion » local -> global space
- sascha
- 158 posts
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And in 6.1? Would be nice to have a world, object and component mode for the transformations. Seems not up to date to rotate the pivot for this sort of operation.
Technical Discussion » handle annoyance
- sascha
- 158 posts
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edward
In the Viewer pane's Pane menu, go to Toolbars and Controls > Operator Toolbar. Make sure that's turned on. Now in the operator toolbar, there should be the first icon starting from the left. Right-click on it and choose your favourite one.
Thanks!
Technical Discussion » local -> global space
- sascha
- 158 posts
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How can I switch the translation and the rotation axes for the handles in the viewport from local to global space?
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