Houini bezier curves, are not bezier??

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When i change the curves to bezier,
i don't get handles
it's the same as nurbs curve?

Why is this?
I'd like handles.
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its not the same as nurbs curves. it is bezier. you just dont see the connection of the control points and endpoints.

I agree that it is weird and should be changed. For artists this is just not user friendly at all. I remember i got confused too and once you have a lot of points in there it is getting hard to determine the control points.

please SESI update the way we can edit curves. its a pain in the ass tbh.
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thanks!
how stupid is that indeed!
how do i merge two ‘handles’, now they are always ‘broken’ anchor points.

is there some manual/tutorial for bezier curves in houdini out there?
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This has been a RFE for years with Houdini . Bezier control points ALA 3ds Max . You have to remember Houdini was never designed as a modeller and now you have free applications like Blender it makes it pretty pointless spending development cash in areas that are not a strong focus already.

Its far from ideal I know and I feel your pain, Ive lived without them since v 8.1. They are very handy !~

Rob
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Having the ability to create a project from start to finish within one single program is ideal. I know that having limited resources and having to compete in the same time will put some wrenches in achieving that ideal, but abandoning it from the get go is flat out wrong IMO.

Regarding this particular issue - I'll go out on a limb and say that adding those control points to bezier curves is not that big of an investment time/money wise, it's just something that was probably not requested as much in order to be bumped up to the front of the queue. Like it's the case with so many other features Houdini lacks in “artist areas” for which there are probably submitted RFEs .
https://www.artstation.com/artist/mcnistor [www.artstation.com]
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McNistor
Having the ability to create a project from start to finish within one single program is ideal. I know that having limited resources and having to compete in the same time will put some wrenches in achieving that ideal, but abandoning it from the get go is flat out wrong IMO.

Regarding this particular issue - I'll go out on a limb and say that adding those control points to bezier curves is not that big of an investment time/money wise, it's just something that was probably not requested as much in order to be bumped up to the front of the queue. Like it's the case with so many other features Houdini lacks in “artist areas” for which there are probably submitted RFEs .

very well summed up. +1
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McNistor
Having the ability to create a project from start to finish within one single program is ideal. I know that having limited resources and having to compete in the same time will put some wrenches in achieving that ideal, but abandoning it from the get go is flat out wrong IMO.

Regarding this particular issue - I'll go out on a limb and say that adding those control points to bezier curves is not that big of an investment time/money wise, it's just something that was probably not requested as much in order to be bumped up to the front of the queue. Like it's the case with so many other features Houdini lacks in “artist areas” for which there are probably submitted RFEs .


+10000
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Or just make your own. Put this in a attrib wrangle in detail mode:

// first handle
int line = addprim(0, ‘polyline’);
addvertex(0,line, 0);
addvertex(0,line, 1);

// last handle
line = addprim(0, ‘polyline’);
addvertex(0,line, @numpt);
addvertex(0,line, @numpt-1);

// the rest
for (int i=2; i<@numpt; i+=3) {
line = addprim(0, ‘polyline’);
addvertex(0,line, i);
addvertex(0,line, i+1);
addvertex(0,line, i+2);
}

Attachments:
bezier_handles.gif (367.3 KB)

http://www.tokeru.com/cgwiki [tokeru.com]
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dude, thats pretty neat. Not perfect but damn this awesome to finally have a visualized bezier.

thanks so much. This should be posted in the Favorite Wrangle Topic too.
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Very cool. Another hack is turning on Display Primitive Hulls
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mestela
Or just make your own. Put this in a attrib wrangle in detail mode:

// first handle
int line = addprim(0, ‘polyline’);
addvertex(0,line, 0);
addvertex(0,line, 1);

// last handle
line = addprim(0, ‘polyline’);
addvertex(0,line, @numpt);
addvertex(0,line, @numpt-1);

// the rest
for (int i=2; i<@numpt; i+=3) {
line = addprim(0, ‘polyline’);
addvertex(0,line, i);
addvertex(0,line, i+1);
addvertex(0,line, i+2);
}


Thanks Mestela; your codes are awesome.
Masoud Saadatmand (MSDVFX)
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With H17 it's possible to implement a proper bezier handle with python states.

https://www.sidefx.com/forum/topic/58427/?page=1#post-261971 [www.sidefx.com]
Edited by Thomas Bishop - Oct. 13, 2018 03:20:18
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I am learning Houdini, I entered this but keep getting “i” as and undefined variable.
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I am learning Houdini, I entered this but keep getting “i” as and undefined variable.

You likely inadvertantly made a typo…post your code if you still have problems.
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BabaJ
I am learning Houdini, I entered this but keep getting “i” as and undefined variable.

You likely inadvertantly made a typo…post your code if you still have problems.
I am betting that is it. here is what i have

// first handle
int line = addprim(0,'polyline');
addvertex(0,line,0);
addvertex(0,line,1);

//last handle
line = addprim(0,'polyline');
addvertex(0,line,@numpt);
addvertex(0,line,@numpt-1);

//the rest
for (int i=2;i<@numpt;i+=3);
{
line = addprim(0,'polyline');
addvertex(0,line,i);
addvertex(0,line,i+1);
addvertex(0,line,i+2);
}

found the error. I have semicolon before the { on for line
Edited by bobc4d - Oct. 13, 2018 10:59:29
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Also you can't select multiple points and move them around which is pretty annoy.
Edited by EricSheng - Oct. 15, 2018 07:21:01
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