Houdini Main Changelogs
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4.9.471 | It is now possible to bring up the parm dialog of the first OP tied to a PI using the PI's right-mouse menu. |
木. 9月 13, 2001 |
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4.9.471 | It is now possible to bring up the parm dialog of the first OP tied to a PI using the PI's right-mouse menu. |
木. 9月 13, 2001 |
![]() |
4.9.471 | It is now possible to bring up the parm dialog of the first OP tied to a PI using the PI's right-mouse menu. |
木. 9月 13, 2001 |
![]() |
4.9.471 | It is now possible to bring up the parm dialog of the first OP tied to a PI using the PI's right-mouse menu. |
木. 9月 13, 2001 |
![]() |
4.9.471 | It is now possible to bring up the parm dialog of the first OP tied to a PI using the PI's right-mouse menu. |
木. 9月 13, 2001 |
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4.9.471 | Adding an oprmtype command to remove all operators of a given type. This command might be handy for removing visibility or lod sops in hscript. |
木. 9月 13, 2001 |
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4.9.471 | Adding an oprmtype command to remove all operators of a given type. This command might be handy for removing visibility or lod sops in hscript. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Adding an oprmtype command to remove all operators of a given type. This command might be handy for removing visibility or lod sops in hscript. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Adding an oprmtype command to remove all operators of a given type. This command might be handy for removing visibility or lod sops in hscript. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Adding an oprmtype command to remove all operators of a given type. This command might be handy for removing visibility or lod sops in hscript. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Adding an oprmtype command to remove all operators of a given type. This command might be handy for removing visibility or lod sops in hscript. |
木. 9月 13, 2001 |
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4.9.471 | Orient Object to Path is changed slightly. Cameras should no longer change orientation when they reach the very end of the path. The orientations will be slightly different, but more correct. Further, the end point of the last curve is always interpolated. So, if there is one primitive, 1.0 will be evaluate to the end of the primitive, NOT the start. If there are three primitives, 3.0 will evaluate to the end of the third primitive. Finally, for out of range values the wrapping will go back to the start of the first primitive, not the start of the last primitive. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Orient Object to Path is changed slightly. Cameras should no longer change orientation when they reach the very end of the path. The orientations will be slightly different, but more correct. Further, the end point of the last curve is always interpolated. So, if there is one primitive, 1.0 will be evaluate to the end of the primitive, NOT the start. If there are three primitives, 3.0 will evaluate to the end of the third primitive. Finally, for out of range values the wrapping will go back to the start of the first primitive, not the start of the last primitive. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Orient Object to Path is changed slightly. Cameras should no longer change orientation when they reach the very end of the path. The orientations will be slightly different, but more correct. Further, the end point of the last curve is always interpolated. So, if there is one primitive, 1.0 will be evaluate to the end of the primitive, NOT the start. If there are three primitives, 3.0 will evaluate to the end of the third primitive. Finally, for out of range values the wrapping will go back to the start of the first primitive, not the start of the last primitive. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Orient Object to Path is changed slightly. Cameras should no longer change orientation when they reach the very end of the path. The orientations will be slightly different, but more correct. Further, the end point of the last curve is always interpolated. So, if there is one primitive, 1.0 will be evaluate to the end of the primitive, NOT the start. If there are three primitives, 3.0 will evaluate to the end of the third primitive. Finally, for out of range values the wrapping will go back to the start of the first primitive, not the start of the last primitive. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Orient Object to Path is changed slightly. Cameras should no longer change orientation when they reach the very end of the path. The orientations will be slightly different, but more correct. Further, the end point of the last curve is always interpolated. So, if there is one primitive, 1.0 will be evaluate to the end of the primitive, NOT the start. If there are three primitives, 3.0 will evaluate to the end of the third primitive. Finally, for out of range values the wrapping will go back to the start of the first primitive, not the start of the last primitive. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Orient Object to Path is changed slightly. Cameras should no longer change orientation when they reach the very end of the path. The orientations will be slightly different, but more correct. Further, the end point of the last curve is always interpolated. So, if there is one primitive, 1.0 will be evaluate to the end of the primitive, NOT the start. If there are three primitives, 3.0 will evaluate to the end of the third primitive. Finally, for out of range values the wrapping will go back to the start of the first primitive, not the start of the last primitive. |
木. 9月 13, 2001 |
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4.9.471 | Curves and tensor product surfaces are now drawn in the uv viewport. Currently only as hulls with no breakpoint picking. |
木. 9月 13, 2001 |
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4.9.471 | Curves and tensor product surfaces are now drawn in the uv viewport. Currently only as hulls with no breakpoint picking. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Curves and tensor product surfaces are now drawn in the uv viewport. Currently only as hulls with no breakpoint picking. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Curves and tensor product surfaces are now drawn in the uv viewport. Currently only as hulls with no breakpoint picking. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Curves and tensor product surfaces are now drawn in the uv viewport. Currently only as hulls with no breakpoint picking. |
木. 9月 13, 2001 |
![]() |
4.9.471 | Curves and tensor product surfaces are now drawn in the uv viewport. Currently only as hulls with no breakpoint picking. |
木. 9月 13, 2001 |
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4.9.471 | Implemented previous fix for nurbs/beziers for triangular beziers as well. |
木. 9月 13, 2001 |
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4.9.471 | Implemented previous fix for nurbs/beziers for triangular beziers as well. |
木. 9月 13, 2001 |