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Found 18 posts.

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Houdini Indie and Apprentice » View all animated parameters/channels in a project

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Aszyk
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 2025年4月15日 11:55:33
Dropping a line 5 years later to say this is great!

To get it to work as a shelf button I had to amend one line

print "{} is animated".format(p.path())

to become

print( "{} is animated".format(p.path()))

Other than that all good and extremely helpful!
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Mardini 2025 » Day 21 | MOTION: KineFX | FLY | Animation

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Aszyk
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 2025年3月21日 21:38:04
BMO is back, and he's brought Jake along for the ride!




Some secondary motion kinefx fun for the wings, bringing that into APEX and then constraining Jake and BMO to the geese.

Finding bendy arms still a little tricky with APEX atm but I'm sure it can be fixed.
Also learned a little cloud workflow stuff today.

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Mardini 2025 » Day 18 | MOTION: KineFX | ROLL | Animation

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Aszyk
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 2025年3月18日 20:54:39
BMO has some fun on a desk chair

GSG for the chair.

A dops constraint network controls the desk chair rolling down the hill, along with rolly wheels and springy chair.
The chair is then used as a point deform on a rig to capture a skeleton and match the movement of a skeleton to the geo (so basically a reverse of a joint deform).

The anim is then injected into APEX so that BMO can be constrained to the chair - ideally I'd be able to aniamte extra stuff on top of this whole captured anim but I ran out of time!



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Mardini 2025 » Day 16 | MOTION:KineFX | JUMP | Animation

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Aszyk
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 2025年3月16日 22:37:50
BMO has evaded Demon Cat by doing some sweet tricks, like this bad to the bone heelflip!

Another hand anim KineFX to Apex rig
GSG Terrazzo for the floor


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Mardini 2025 » Day 15 | MOTION: KineFX | RUN | Animation

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Aszyk
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 2025年3月15日 21:15:21
Demon Cat is back!!! He's chasing down Fin and BMO for stealing his Emeralds!



A deep dive for today's one - rejigging the rigging of the Demon Cat from Day 6 - wiggling it through an APEX setup and then hand animating the run cycle. Additionally learning how to use TOPS to render from Solaris just to plop a sweet cherry on top.

GSG for Demon cat's skin, Day 9 Wood Bark for the stone tex.





*Edit finally attached a video correctly...
Edited by Aszyk - 2025年3月15日 21:27:48
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Mardini 2025 » Day 12 | Texture: COPS | GRUNGE | Image

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Aszyk
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 2025年3月12日 21:52:03
Some radioactive spray cans left around the land of Ooo...

GSG textures used as the base for the Platic, metal and rust

COPS for the grunge maps that blend between them

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Mardini 2025 » Day 11 | Texture: COPS | FABRIC | Image

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Aszyk
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 2025年3月11日 23:15:51
Just a little update to BMO's chair with COPS textures (NO GSG)
Finn and Jake's knitted cushions have been thrown into place...
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Mardini 2025 » Day 10 | Texture: COPS | METAL | Image

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Aszyk
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 2025年3月10日 22:11:02
Finn found BMO in the cave! He scared off Demon cat and they found some magical glowing gem stones!

GSG for Finn's clay tex

Actually used Substance Painter on the chest :'( as my Cop Net didn't look so good in the end - you could say it was a COP out...



Edit: added HPaint screengrab - first time using this today, such an awesome free HDS to replciate Blender's Greasepencil, awesome for storyboarding!

https://github.com/aaronsmithtv/hpaint [github.com]
Edited by Aszyk - 2025年3月10日 22:12:59
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Mardini 2025 » Day 9 | Texture: COPS | WOOD | Image

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Aszyk
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 2025年3月9日 20:25:17
Dried up dead trees wiggle around Demon Cat's lair..

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Mardini 2025 » Day 8 | Texture: COPS | STONE | Image

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Aszyk
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 2025年3月8日 22:18:32
BMO is still in the cave with Demon Cat, hopefully Finn will get down in time to save him,
in the meantime - here's a slice of wall from the Candy Kingdom.

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Mardini 2025 » Day 7 | Model: SOPS | CREATURE | Image

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Aszyk
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 2025年3月7日 22:51:51
UH OH! BMO continued into the dark cave and stumbled across DEMON CAT!!!1!
Where's Finn to save him?

GSG Abstract lumpy texture used on Demon Cat
SideFX content lib dirt on the rocks.

Edited by Aszyk - 2025年3月7日 22:52:50
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Mardini 2025 » Day 6 | Model: SOPS | CHARACTER | Image

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Aszyk
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 2025年3月6日 22:54:15
FINN has joined BMO in Mardini time!


*Edit - used GSG Clay Doh textures
Edited by Aszyk - 2025年3月6日 22:54:44
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Mardini 2025 » Day 5 | Model: SOPS | ENVIRONMENT | Image

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Aszyk
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 2025年3月5日 21:47:19
BMO followed the trail of magical glowing flowers, they lead him to an underground bubblegum cave, the flowers growing out of the sticky, sweet goop.

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Mardini 2025 » Day 4 | Model: SOPS | FOLIAGE | Image

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Aszyk
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 2025年3月4日 21:16:29
BMO has wandered off into the night and found some magical flowers


*Edit - added hand drawn sketch ref
Edited by Aszyk - 2025年3月4日 21:19:31
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Mardini 2025 » Day 3 | Model: SOPS | ARCHITECTURE | Image

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Aszyk
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 2025年3月3日 21:30:01
Hooray BMO has a house!

(no time to house-keep my mess and tidy those noodles)

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Edited by Aszyk - 2025年3月3日 21:32:21
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Mardini 2025 » Day 2 | Model: SOPS | FURNITURE | Image

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Aszyk
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 2025年3月2日 21:15:21
BMO Found a couch!
Edited by Aszyk - 2025年3月2日 21:44:33
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Mardini 2025 » Day 1 | Model: SOPS | TOY | Image

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Aszyk
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 2025年3月1日 22:03:25
BMO! From Adventure Time to Mardini Time.

Edited by Aszyk - 2025年3月1日 22:04:28
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Houdini for Realtime » Houdini Niagara Updates

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Aszyk
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 2020年10月22日 19:37:50
Hi there, I've been trying to build a setup that introduces multiple particle meshes - in Houdini I have an attribute ramp made with some noise that outputs a value of 0 or 1 across the entire mesh and called it parmesh.

In UE4 I've followed the tutorials about custom attributes and have managed to hook up parmesh to the color channel as well as the size to confirm that it's being read and works. What I'd like to do though is use it to also control one of two meshes that are rendered.

I tried using a custom sort descending on both mesh renderers and then changed the bindings on both to be Particles.Houdini.parmesh as per the custom attribute setup.

Unfortunately, it's showing both particles in the same place - I'm wondering is this the right way I'm going about it and missed something or if there's another way I should be approaching this?
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