Found 12 posts.
Search results Show results as topic list.
Technical Discussion » Grooming in orthographic viewport
- Zoo
- 12 posts
- Offline
Technical Discussion » Grooming in orthographic viewport
- Zoo
- 12 posts
- Offline
Hello
I am using 19.5, and my latest job is to create hair. In some moment I have decided to groom in orthographic viewport and all of a sudden, all the strands start to follow brush avoiding brush size (brush size behave like infinite). I have some memory that in previous version of houdini grooming in orthographic viewport was possible. Am I wrong or there is some issue with grooming in orthographic view
Is there solution
I am using 19.5, and my latest job is to create hair. In some moment I have decided to groom in orthographic viewport and all of a sudden, all the strands start to follow brush avoiding brush size (brush size behave like infinite). I have some memory that in previous version of houdini grooming in orthographic viewport was possible. Am I wrong or there is some issue with grooming in orthographic view
Is there solution
Edited by Zoo - 2022年12月17日 07:16:41
Technical Discussion » Import export FBX from Max to Houdini and back
- Zoo
- 12 posts
- Offline
Technical Discussion » Import export FBX from Max to Houdini and back
- Zoo
- 12 posts
- Offline
My problems come when I am importing skeleton from 3ds max, where whitespace are allowed in name convention for example (bone L hand) so modifying animation and export back Houdini adds “_” instead of “ ” and bone name become (bone_L_hand) importing in 3ds max skeleton with different name required renaming, is there a solution where Houdini keep name of bones as they come from 3ds max? I noticed that Houdini don't like whitespace in strings
Thanks in advance.
Thanks in advance.
Houdini Indie and Apprentice » FBX export UV problem
- Zoo
- 12 posts
- Offline
Hmm again new solution, first export mesh “A” with uv attribute on vertex (for clean mesh with welded vertices, in many cases its also a skinned mesh), next export mesh “B” with uv attribute on point (mesh is splitted on uv seams), in 3ds max copy UV from one to another in our case from “B”(uv Attrib om point) to “A”(uv Attrib on vertex), for final we have one single mesh with not splitted edges and also clean UV with one single island, all uv vertices are welded.
Edited by Zoo - 2017年7月27日 11:57:05
Houdini Indie and Apprentice » FBX export UV problem
- Zoo
- 12 posts
- Offline
Ok I found the solution and the solution is to promote uv to point, but before Attr Promote sop add Vertex Split Sop wit split by uv attribute.
It's work but now have to weld manually vertices in max scene.
Still have issue with uv as vertex attribute
It's work but now have to weld manually vertices in max scene.
Still have issue with uv as vertex attribute
Edited by Zoo - 2017年7月27日 10:54:47
Houdini Indie and Apprentice » FBX export UV problem
- Zoo
- 12 posts
- Offline
Hi guys,
I have problem with exported FBX mesh from houdini to 3ds max, the UV in houdini is vertex atribute in my case , but in 3ds every single vertex is not welded, and I have a lot of uv islands, any sugestion how to fix this problem.
I have problem with exported FBX mesh from houdini to 3ds max, the UV in houdini is vertex atribute in my case , but in 3ds every single vertex is not welded, and I have a lot of uv islands, any sugestion how to fix this problem.
Technical Discussion » wave bone chain offset CHOP
- Zoo
- 12 posts
- Offline
Technical Discussion » wave bone chain offset CHOP
- Zoo
- 12 posts
- Offline
OK i found that delay SOP works as I expected , it's offset each channel with certain step ($C/($NC-1)), my problem is solved, still wonder why shift SOP do not work same way
Technical Discussion » wave bone chain offset CHOP
- Zoo
- 12 posts
- Offline
Hi guys
I am trying to create offset scale per bone with CHOP, each bone have to play wave chop with offset for example 10 frames, here is the problem when add “$C/$(NC-1)” in wave phase expression just work, but adding Shift CHOP node and add same expression in Start(Shift parameter), offset do not happened. $C and $NC are visible in shift node but why nothing happened. And of course if my way is wrong pleas give me suggestion how to solve my problem.
I am trying to create offset scale per bone with CHOP, each bone have to play wave chop with offset for example 10 frames, here is the problem when add “$C/$(NC-1)” in wave phase expression just work, but adding Shift CHOP node and add same expression in Start(Shift parameter), offset do not happened. $C and $NC are visible in shift node but why nothing happened. And of course if my way is wrong pleas give me suggestion how to solve my problem.
Edited by Zoo - 2017年3月29日 08:50:21
Technical Discussion » Carve First U
- Zoo
- 12 posts
- Offline
Technical Discussion » Carve First U
- Zoo
- 12 posts
- Offline
Hi guys
I have following problem:
Building curve, then apply Carve SOP, but First U zero point start at unwanted place unfortunately , how can I offset First U zero point to start at different place on curve, the curve do not have any attributes applied only @P.
I have following problem:
Building curve, then apply Carve SOP, but First U zero point start at unwanted place unfortunately , how can I offset First U zero point to start at different place on curve, the curve do not have any attributes applied only @P.
-
- Quick Links