Houdini Main Changelogs
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9.0.68 | Added pivot parameter to the Creep SOP as well as a pivot guide point. Fixed the UV Offset Handle so that it doesn't clamp its position or corresponding parameter value for primitives that wrap in u or v. |
木. 12月 1, 2005 |
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9.0.68 | Fixing a bug that would cause a crash when tristripping. |
木. 12月 1, 2005 |
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9.0.68 | Fixing a bug that would cause a crash when tristripping. |
木. 12月 1, 2005 |
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9.0.68 | Fixing a bug that would cause a crash when tristripping. |
木. 12月 1, 2005 |
![]() |
9.0.68 | Fixing a bug that would cause a crash when tristripping. |
木. 12月 1, 2005 |
![]() |
9.0.68 | Fixing a bug that would cause a crash when tristripping. |
木. 12月 1, 2005 |
![]() |
9.0.68 | Fixing a bug that would cause a crash when tristripping. |
木. 12月 1, 2005 |
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9.0.68 | Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode. |
木. 12月 1, 2005 |
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9.0.68 | Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode. |
木. 12月 1, 2005 |
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9.0.68 | Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode. |
木. 12月 1, 2005 |
![]() |
9.0.68 | Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode. |
木. 12月 1, 2005 |
![]() |
9.0.68 | Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode. |
木. 12月 1, 2005 |
![]() |
9.0.68 | Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode. |
木. 12月 1, 2005 |
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9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. |
火. 11月 29, 2005 |
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9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently. |
火. 11月 29, 2005 |
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9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. |
火. 11月 29, 2005 |
![]() |
9.0.66 | Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would have resulted in a bad IK solution previously anyhow. 2. If the bone chain split inside a subnet that had a transform, it will not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects. This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently. |
火. 11月 29, 2005 |