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PDG/TOPs » PDG and import usdfiles from a clip file
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- sanostol
- 568 posts
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In another attempt I tried to do it with python by querying the scene graph but it behaves quite similar
Solaris » rayhit scope parameter
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- sanostol
- 568 posts
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PDG/TOPs » PDG and import usdfiles from a clip file
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- sanostol
- 568 posts
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Hello,
I try to gather all files needed for a usd layer in tops with usd_import_files.
It worked so far for most cases, but I had to switch to stitched clips and now it does not get all files needed. it stops at clip, manifest and topology.
The actual usdc files that are in the clip do not show up as items in the graph.
Unless I display the clip file in a Solaris view, then pdg is able the get all the files down to the lowest level. When I scrub the time line even the complete range is collected
I prepared a little demo setup to show the behavior
It would be best if the usd_import_files now would be able to collect all files that are needed for this layer
if anybody has a idea how to solve his without displaying the clip usda in a viewer, it would be super helpful
thanks for You time
Martin
I try to gather all files needed for a usd layer in tops with usd_import_files.
It worked so far for most cases, but I had to switch to stitched clips and now it does not get all files needed. it stops at clip, manifest and topology.
The actual usdc files that are in the clip do not show up as items in the graph.
Unless I display the clip file in a Solaris view, then pdg is able the get all the files down to the lowest level. When I scrub the time line even the complete range is collected
I prepared a little demo setup to show the behavior
It would be best if the usd_import_files now would be able to collect all files that are needed for this layer
if anybody has a idea how to solve his without displaying the clip usda in a viewer, it would be super helpful
thanks for You time
Martin
Edited by sanostol - 2023年6月19日 14:40:29
Solaris » rayhit scope parameter
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- sanostol
- 568 posts
- Offline
Hello
I try to use a rayhit function in karma but the scope parameter does not work
is this a known limitation or a mistake on my side?
in mantra I could enter the objects as a list, but in karma it is not a object anymore
thank You
Martin
I try to use a rayhit function in karma but the scope parameter does not work
is this a known limitation or a mistake on my side?
in mantra I could enter the objects as a list, but in karma it is not a object anymore
thank You
Martin
Technical Discussion » Unreliable Curve Sop nodes
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- sanostol
- 568 posts
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Technical Discussion » Unreliable Curve Sop nodes
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- sanostol
- 568 posts
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I have to often nodes, that fail on scene load, for example curve Sop nodes. they then have no curve information stored.
That is quite annoying, as there is no way to see it when saving the scene and one have to find a backup with a correct node.
Does this look familiar to You?
That is quite annoying, as there is no way to see it when saving the scene and one have to find a backup with a correct node.
Does this look familiar to You?
Load warnings for //hades/p/_projekte/TRW/300_work3D/fx/102/020/065/Wind/TRW_fx_102_020_065.Wind_sim_v002.mma.h19.5.hip Warning: /obj/curves_source/curve1: GeometryIO: Unable to read magic number (empty file) GeometryIO: Unable to read magic number (empty file) /obj/curves_sim/curve4: GeometryIO: Unable to read magic number (empty file) GeometryIO: Unable to read magic number (empty file)
Houdini Lounge » Sending rigged character to Unreal Engine?
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- sanostol
- 568 posts
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It would be a great feature. The way You can rig in Houdini is way to good not to use it.
Houdini Lounge » Sending rigged character to Unreal Engine?
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- sanostol
- 568 posts
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Hello
in short You need a functional hda of Your character and the unreal engine plugin working in unreal.
The creation of a hda is well documented, You can find a lot of information about in the documentation or more character specific here: https://www.sidefx.com/tutorials/kinefx-rigging-fur-dude/ [www.sidefx.com]
The installation of the engine plugin is covered here: https://www.sidefx.com/docs/unreal/_getting_started.html [www.sidefx.com]
this should get You started. But for characters unfortunately You won't get usable view port handles for Your character controllers as this is not supported. I tried it with unreal and Maya but no luck.
I asked sidefx for this and they might look into this, as for now it is not possible.
It would open a hole knew world of collaboration if we could rig in Houdini and get animators in Maya to work with these rigs, as, at least in my experience, most animators want to work in Maya for many reasons. anim bot (https://animbot.ca/home/) is just one of them
in short You need a functional hda of Your character and the unreal engine plugin working in unreal.
The creation of a hda is well documented, You can find a lot of information about in the documentation or more character specific here: https://www.sidefx.com/tutorials/kinefx-rigging-fur-dude/ [www.sidefx.com]
The installation of the engine plugin is covered here: https://www.sidefx.com/docs/unreal/_getting_started.html [www.sidefx.com]
this should get You started. But for characters unfortunately You won't get usable view port handles for Your character controllers as this is not supported. I tried it with unreal and Maya but no luck.
I asked sidefx for this and they might look into this, as for now it is not possible.
It would open a hole knew world of collaboration if we could rig in Houdini and get animators in Maya to work with these rigs, as, at least in my experience, most animators want to work in Maya for many reasons. anim bot (https://animbot.ca/home/) is just one of them
Houdini Lounge » Thoughts on NeuralVDB/AI Simulation Tech
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- sanostol
- 568 posts
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orr
I agree, it would be nice for Houdini not to lose its eye on innovation.
hahaha, You made my day. Oh, wait, You mean that seriously.
Technical Discussion » Muscle Constaints, Muscle to Bones
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- sanostol
- 568 posts
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Hello,
I try to use the the new muscle sops and to get the muscles more attached to the bones I tried to increase the "tangent stiffness" in the "Muscle Constraint Properties Vellum" sop but it seems to have no effect. I think internally it uses the attach constraint, but it behaves not the same way, as it does in the standard vellum solver.
quick demo file is attached, and the version is 19.5.534
thank You
I try to use the the new muscle sops and to get the muscles more attached to the bones I tried to increase the "tangent stiffness" in the "Muscle Constraint Properties Vellum" sop but it seems to have no effect. I think internally it uses the attach constraint, but it behaves not the same way, as it does in the standard vellum solver.
quick demo file is attached, and the version is 19.5.534
thank You
Image Not Found
Edited by sanostol - 2023年3月29日 09:07:00
Houdini Engine for Maya » kinefx rigpose handles in maya
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- sanostol
- 568 posts
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Hello,
is it possible to get the kinefx rigpose handles to work in maya? All tests so far had no success. Tthe parameters are visible and working, but not the handles in the viewport. I guess this is a limitation, but it would be good to know for sure that I did not simply miss some steps.
The handles show up and are working, when I load the asset in Houdini.
To have them working in Maya would be a huge advantage, as most animators are used to Maya and there are a lot of tools they don't want to give up ( animbot for example ).
If this is not implemented yet, I wonder if it is on Sidefx list already.
You thoughts are highly appreciated.
Martin
is it possible to get the kinefx rigpose handles to work in maya? All tests so far had no success. Tthe parameters are visible and working, but not the handles in the viewport. I guess this is a limitation, but it would be good to know for sure that I did not simply miss some steps.
The handles show up and are working, when I load the asset in Houdini.
To have them working in Maya would be a huge advantage, as most animators are used to Maya and there are a lot of tools they don't want to give up ( animbot for example ).
If this is not implemented yet, I wonder if it is on Sidefx list already.
You thoughts are highly appreciated.
Martin
Technical Discussion » KineFX - can't select control geometry
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- sanostol
- 568 posts
- Offline
Did You expose the rigpose parameters to a digital asset interface?
And did You modify the default state of Your rig asset to "kinefx__rigpose" int the digital asset properties?
And did You modify the default state of Your rig asset to "kinefx__rigpose" int the digital asset properties?
Solaris » Instances and lights, how to control the individual lights
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- sanostol
- 568 posts
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I thought way too complicated... it just work 
so just for completeness and someone else is looking for it, I attached a hip

so just for completeness and someone else is looking for it, I attached a hip
Solaris » Instances and lights, how to control the individual lights
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- sanostol
- 568 posts
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hello,
is it possible to instance lights (references) and control the light properties per instance?
I tried light filters, but I hit the wall when I tried to import primvars in the lightfilterlibrary context
For one part the usd primvar node is not available in that context and a copied node has no effect.
Should it work at all?
thank You
is it possible to instance lights (references) and control the light properties per instance?
I tried light filters, but I hit the wall when I tried to import primvars in the lightfilterlibrary context
For one part the usd primvar node is not available in that context and a copied node has no effect.
Should it work at all?
thank You
Solaris » render delegate selection in husk
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- sanostol
- 568 posts
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Solaris » render delegate selection in husk
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- sanostol
- 568 posts
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Hi Michal,
thank You a lot for Your help.
I completely forgot the houdini.env file. I switched to packages some time ago.
With the houdini.env file it works now, with two errors, do You get them as well?
I will have to check how to reproduce that with a batch file, but it helps a lot.
Martin
thank You a lot for Your help.
I completely forgot the houdini.env file. I switched to packages some time ago.
With the houdini.env file it works now, with two errors, do You get them as well?
- Can't open dophints.cmd
- Unable to find procedural invoking script: python3.7libs/husd/runprocedurals.py
I will have to check how to reproduce that with a batch file, but it helps a lot.
Martin
Solaris » render delegate selection in husk
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- sanostol
- 568 posts
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hello Michal,
how did You setup the environment variables for Your cmd?
I tried to do it the same way as I start Houdini to use Arnold. I use a batch to set $PATH and $HOUDINI_PATH and start Houdini, but this does not work with Husk for me, either Arnold is not found by Husk or the $HOUDINI_PATH seems to be not correct, as some other tools are not loaded correctly. Would be great if You could tell me more about how You set up the environment to get Arnold with Husk in a cmd
thanks a lot
Martin
how did You setup the environment variables for Your cmd?
I tried to do it the same way as I start Houdini to use Arnold. I use a batch to set $PATH and $HOUDINI_PATH and start Houdini, but this does not work with Husk for me, either Arnold is not found by Husk or the $HOUDINI_PATH seems to be not correct, as some other tools are not loaded correctly. Would be great if You could tell me more about how You set up the environment to get Arnold with Husk in a cmd
thanks a lot
Martin
Technical Discussion » Submit job from different HoudiniFX version to the farm
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- sanostol
- 568 posts
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rhe farm needs the correct version, I guess. You can open files with created by a lower version, but most of the time there are some error messages, probably these will break the process
Technical Discussion » Hide static object in dopnet from rendering
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- sanostol
- 568 posts
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It is a good idea to import the dop objects back into sop level to render. there You can apply materials and You have finer control what You want to render.
Technical Discussion » Objects Fractured to Its Own Pieces
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- sanostol
- 568 posts
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Hello, every object part, You decide to be independent in a bullet sim, You have to put a unique name attribute on it.
easy example for a input geometry that has some unconnected parts would be
- connectivity SOP
connectivity type = primitive,attribute = "name", attribute type = string and prefix = something like "pie
this creates a unique name name attribute for all independent islands
- assembly SOP
create name attribute = off, create packed primitives = on
this packs all primitives with the same name attribute in one packed geometry, and promotes the name attribute to the point level
now You have a valid geometry for simulation in bullet solver ( most of the time You want to use this one)
very small or very thin elements will give You troubles so better avoid them, so Your geometry is not ideal for this one better give them a thickness as well, not only flat prims
easy example for a input geometry that has some unconnected parts would be
- connectivity SOP
connectivity type = primitive,attribute = "name", attribute type = string and prefix = something like "pie
this creates a unique name name attribute for all independent islands
- assembly SOP
create name attribute = off, create packed primitives = on
this packs all primitives with the same name attribute in one packed geometry, and promotes the name attribute to the point level
now You have a valid geometry for simulation in bullet solver ( most of the time You want to use this one)
very small or very thin elements will give You troubles so better avoid them, so Your geometry is not ideal for this one better give them a thickness as well, not only flat prims
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