Andy58Your attached hip file does what i needed! Thanks!
The ID attribute is only there to match points from the incoming shapes. It doesn't help with the painting.
I too miss an option for supplying a ‘mask’ on the blend shape SOP. I guess it's a good time to file an RFE.
In the meantime please have a look at the attached file. I hope it helps.
Andy
Found 42 posts.
Search results Show results as topic list.
Technical Discussion » How to paint weight on Blendshape?
- ruudygh
- 42 posts
- Offline
Technical Discussion » How to paint weight on Blendshape?
- ruudygh
- 42 posts
- Offline
Say I have a skinny man and a muscular man, both same topology. I want to make the arm of skinny man become muscular hand, so i select only the points on arm(until shoulder) and apply blendshape. Now comes the problem where the shoulder surface is not in smooth transition.
So how can I paint the weight for blendshape like in maya? I tried add a paint sop, and selected Color(Cd) under blendshape's “point Id attribute”, but not working.
So how can I paint the weight for blendshape like in maya? I tried add a paint sop, and selected Color(Cd) under blendshape's “point Id attribute”, but not working.
Houdini Engine for Unreal » Stream alembic via houdini engine?
- ruudygh
- 42 posts
- Offline
Im doing non-realtime animation rendering with ue4, with its new sequencer.
I tried import an .otl asset file with alembic sop, into ue4, ue4 loaded the geometry, but static without animation. Before I dive deeper into learning it, I would like to know if its is possible to stream alembic via houdini engine and rendering out with sequencer? Has anyone done it before?
(ue4.13 does support alembic, but its not really streaming, its just convert into morph target for every frame. For simple short animation its workable, but more complex long animated mesh will definitely crash ue4)
I tried import an .otl asset file with alembic sop, into ue4, ue4 loaded the geometry, but static without animation. Before I dive deeper into learning it, I would like to know if its is possible to stream alembic via houdini engine and rendering out with sequencer? Has anyone done it before?
(ue4.13 does support alembic, but its not really streaming, its just convert into morph target for every frame. For simple short animation its workable, but more complex long animated mesh will definitely crash ue4)
Technical Discussion » Generate 'edit sop' from difference between 2 geometry?
- ruudygh
- 42 posts
- Offline
tamteruudyghwhat do you mean won't work?
I tried sopcreateedit script but since there is no deform node, it won't work.
just don't use -d flagsopcreateedit name sop1 sop2
you can as well keep things live by using wrangle and 3 meshes (new, original, eyesclosed)@P += @opinput2_P - @opinput1_P;
I was used to use sopcreateedit with -d flag and forgotten that it can be use without -d too
Thanks!
Technical Discussion » Generate 'edit sop' from difference between 2 geometry?
- ruudygh
- 42 posts
- Offline
Lets say i have a female head in houdini. i use zbrush to make its eyes closed, then then back to houdini with .obj. How can I generate an ‘edit sop’ from the difference between these 2 geometry?
The reason is because I want to apply the ‘eye closed’ to other characters such as male/kids/monster(same topology and point count) without sculpting over and over again in zbrush.
I tried sopcreateedit script but since there is no deform node, it won't work. Please help me
The reason is because I want to apply the ‘eye closed’ to other characters such as male/kids/monster(same topology and point count) without sculpting over and over again in zbrush.
I tried sopcreateedit script but since there is no deform node, it won't work. Please help me
Technical Discussion » uv mapping bug? (solved)
- ruudygh
- 42 posts
- Offline
tamteruudyghnot sure if you tried the same, uv's definitely change, but since it was just a guess based on your description it's not aligning welltamteTried what what you suggest but the UV remain the same, i think because the reverse sop reverse the vertex in both 3d space and uv space.
in theory:
branch out your geo, add reverse sop
then attribcopy vertex uv attrib to your original geo, set both group types to Vertices
Anyway, i re-export alembic from daz studio with different options and its working now.
after having a look at your scene here is the fixed file, a little vertex shift was necessary as well
Thanks. It works now
Technical Discussion » Reverse normal but keeping vertex order?
- ruudygh
- 42 posts
- Offline
DoudiniThanks for taking the time to help me. The original problem is from https://www.sidefx.com/forum/topic/48076/ [sidefx.com]
Hi Ruudygh,
Could you explain what it is you are trying to solve?
I think A-OC is right here. The vertex winding also controls the normal direction of the polygon. You can simply test this with an add sop closing a polygon. it will be dependent on the order. Thats why it matters which direction you draw a closed curve.
So to my knowledge this is simply not possible as it would break how a polygon is constructed in 3d.
I am just a noob dont take my word on this. :3
Maybe you just have non matching vertex orders which you want to match?
ps: did you try clean sop with reverse winding?
I am trying to solve this problem over a day now. This thread is just a test step to solve that problem, it may or may not solve the problem at all.
The uv looks good, but looks bad in 3d view. Because the vertex order is clockwise in uv view but counter-clockwise in 3d view. I appreciate it if you could help
EDIT: that problem is solved now. Thanks anyway
Edited by ruudygh - 2017年2月13日 06:14:36
Technical Discussion » Reverse normal but keeping vertex order?
- ruudygh
- 42 posts
- Offline
Konstantin Magnusim new to houdini. could you tell where to enter this expression?@N = -@N;
Technical Discussion » Reverse normal but keeping vertex order?
- ruudygh
- 42 posts
- Offline
Technical Discussion » Reverse normal but keeping vertex order?
- ruudygh
- 42 posts
- Offline
I want to reverse only normal, but keeping vertex number/order untouch. If i add a reverse sop to a geometry, i can reverse the normal but the vertex order also reversed.
I tried to shift the vertex order(with another reverse sop but in shift mode) but the vertex order just couldn't perfectly match to the original order.
Anyone please help me
I tried to shift the vertex order(with another reverse sop but in shift mode) but the vertex order just couldn't perfectly match to the original order.
Anyone please help me
Edited by ruudygh - 2017年2月10日 23:42:46
Technical Discussion » uv mapping bug? (solved)
- ruudygh
- 42 posts
- Offline
tamteTried what what you suggest but the UV remain the same, i think because the reverse sop reverse the vertex in both 3d space and uv space.
in theory:
branch out your geo, add reverse sop
then attribcopy vertex uv attrib to your original geo, set both group types to Vertices
Anyway, i re-export alembic from daz studio with different options and its working now.
Technical Discussion » uv mapping bug? (solved)
- ruudygh
- 42 posts
- Offline
Enivob
Try promoting your UV parameter from the Vertex context to the Point context for shading.
Thanks. But i found out the problem source. It is the software(daz studio) that export the uv wrong. The vertex number in every other primitive's uv are flipped. For example for a four sided primitive, the vertex number from clockwise:
before export in daz = vertex 172:0
172:1
172:2
172:3
after expot from daz = vertex 172:3
172:2
172:1
172:0
Is there an easy way to fix this daz mess in houdini?
Technical Discussion » uv mapping bug? (solved)
- ruudygh
- 42 posts
- Offline
Hi all. As you can see in the image, the uv is good and fine but the texture is having problem. Anyone know what caused to this problem? or is it a bug?
I attached the hip file. Please help me
I attached the hip file. Please help me
Edited by ruudygh - 2017年2月9日 21:41:41
Technical Discussion » FEM to target alembic, imposible?
- ruudygh
- 42 posts
- Offline
tamte
the target geometry has to have the same topology (at least as far as vertices are concerned)
so you can pointdeform your tetrahedral version of a rest geo of your fat guy using rest and animated version of your geo from alembic, then use such deformed version as target geo
thanks. that works.
Another short question, how do i split/merge/blend the cached mesh, like i can do in maya trax editor?
Technical Discussion » FEM to target alembic, imposible?
- ruudygh
- 42 posts
- Offline
I have an fat guy alembic animation. i want its belly to move and jiggle jiggle around when he is moving. From the FEM masterclass and other tutorial, they use ‘target geometry’ and ‘target constraint’ to pin specific points to the original character animation. But they are using procedural animation after the tetrahydralize node.
If i choose the alembic for ‘target geometry’, the character will explode, because alembic is at top node.
Please help me…
(somebody suggested other method like chops jiggle or delay node. But i need more advance control and also collision)
If i choose the alembic for ‘target geometry’, the character will explode, because alembic is at top node.
Please help me…
(somebody suggested other method like chops jiggle or delay node. But i need more advance control and also collision)
Technical Discussion » Cannot lasso or brush select?
- ruudygh
- 42 posts
- Offline
twodThanks. Turns out that my question was so noob
The selection style menu is missing from the Dynamics menu, but you can RMB on the Select icon below it (White Pointer icon) and chose your style.
Technical Discussion » Cannot lasso or brush select?
- ruudygh
- 42 posts
- Offline
Hi all. How can i use lasso or brush to select point for target constraint?
For exampple:
create a box, click ‘solid object’ on ‘solid’ shelf tab. then click ‘follow target’ on shelf.
press enter to go into point select mode.
Now i can only select with marquee, no lasso and brush available?
For exampple:
create a box, click ‘solid object’ on ‘solid’ shelf tab. then click ‘follow target’ on shelf.
press enter to go into point select mode.
Now i can only select with marquee, no lasso and brush available?
Technical Discussion » How to maintain alembic object index on export?
- ruudygh
- 42 posts
- Offline
EnivobAfter read on pack concept, to my understanding it is for reading files from disk when rendering, instead of load everything into RAM.
Yes, but if they are packed, each object is essentially a vertex, then simple sorting might work. That is what I was suggesting.
Does it affect anything on alembic export? I tried adding a pack sop to every geometry node and export to a single alembic file. Maya still imports it as separated object, same like what i have done before…
(i still want them to be separated in maya, if i can manage to solve the object index problem)
Technical Discussion » How to maintain alembic object index on export?
- ruudygh
- 42 posts
- Offline
EnivobIm new to houdini and haven't used anything related to ‘pack’. I will read the documentation about it.
Yes, but if they are packed, each object is essentially a vertex, then simple sorting might work. That is what I was suggesting.
Thanks
Technical Discussion » How to maintain alembic object index on export?
- ruudygh
- 42 posts
- Offline
EnivobI dont mean to change the vertex/point order, but i mean the object index in object level.
Have you tried adding a simple Sort node right before the Alembic Export? Maybe something like that could work…
For example, when i export alembic from houdini, the index is:
0 cloth
1 hair
2 shoe
3 body
Then i import this alembic into maya and do some dynamic. Half way i think i need to tweak the original shoe shape a little, so i modify the shoe in houdini and re-export to replace that alembic. Now i resume my work in maya but the problem now is all objects are swapped between them. Because the updated alembic have the unmatched object index of:
0 shoe
1 body
2 hair
3 cloth
So how do i maintain the initial object index when re-export alembic?
(im exporting using File > export > Alembic.., not a rop per object)
I hope you can understand my poor english
Edited by ruudygh - 2017年2月3日 14:29:45
-
- Quick Links