When I try to use the jointcapturepaint spreadsheet to assign some skeletonweights to a joint, most of the time Houdini crashes to the desktop.
I have submitted a Bug report but it seems Support can't reproduce the issue, while this happens every time on my system with the scene I attached.
I also created a screencapture of the issue : Screencapture [www.dropbox.com]
Maybe someone can reproduce the issue, or confirm it's just me ?
Thanks.
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Houdini Indie and Apprentice » Crash when assigning joint weights
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Technical Discussion » Apex Capture Weight Normalize
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When weight normalize is on in the jointcaptureweight spreadsheet, and I try to set the weight of some points, Houdini has a strange way of normalizing.
When I try to assign a value of 1 to some points, after normalizing the value is never what I assign to the joint.
I don't now what Houdini is trying to do, but when a point is assigned to a single joint and I try to assign it 100% to a different joint by typing a value of 1 in the spreadsheet, it assigns a value of 0.5 to most points and some other value like 0.4 to other points on both joints.
I can't get Houdini to normalize as expected, which is a value of 1 to the joint I assign it to, and a value of 0 to the other joints.
Does anyone know some secret trickery to make Houdini normalize properly ?
Thanks.
When I try to assign a value of 1 to some points, after normalizing the value is never what I assign to the joint.
I don't now what Houdini is trying to do, but when a point is assigned to a single joint and I try to assign it 100% to a different joint by typing a value of 1 in the spreadsheet, it assigns a value of 0.5 to most points and some other value like 0.4 to other points on both joints.
I can't get Houdini to normalize as expected, which is a value of 1 to the joint I assign it to, and a value of 0 to the other joints.
Does anyone know some secret trickery to make Houdini normalize properly ?
Thanks.
Houdini Lounge » Why is the UI Design of Houdini So Inconsistent?
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Another ting about the GUI that has been bugging me ever since I started with Houdini, besides still having to select a viewport with "n" before being able to select the shading type, is the complete neglect of the RMB in Houdini.
It would speed up the workflow sooo much if we don't have to search where a function is hidden in a dropdown menu somewhere in a TAB when it could be right under the RMB in the viewport.
That goes for almost all functions in Houdini, just a single example; "Select Output" or "Input" to select a node tree, I have to go into the Network View, focus on the selected Node, make sure the mouse pointer is over the Node before I can finally select the node tree...really ??
Or while modeling Houdini knows I have some edges or polygons selected, why do I have to search for tools like polysplit or polyextrude in the TAB menu when the Sops related to edges, points or polygons could be automatically filtered and put right under the RBM ?
Considering the fancy features SideFX came up with in the 20.5 update stuff like this should be a piece of cake.
I dropped an RFE about this years ago....
It would speed up the workflow sooo much if we don't have to search where a function is hidden in a dropdown menu somewhere in a TAB when it could be right under the RMB in the viewport.
That goes for almost all functions in Houdini, just a single example; "Select Output" or "Input" to select a node tree, I have to go into the Network View, focus on the selected Node, make sure the mouse pointer is over the Node before I can finally select the node tree...really ??
Or while modeling Houdini knows I have some edges or polygons selected, why do I have to search for tools like polysplit or polyextrude in the TAB menu when the Sops related to edges, points or polygons could be automatically filtered and put right under the RBM ?
Considering the fancy features SideFX came up with in the 20.5 update stuff like this should be a piece of cake.
I dropped an RFE about this years ago....
Houdini Lounge » Disconnect node
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Maybe I misunderstand, but you can also select the connection line so it highlights yellow, and hit delete…
Houdini Lounge » Why is the UI Design of Houdini So Inconsistent?
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kodra
Since 20.5 release I've reported more than 30 bugs. In less than two weeks.
... same here, a bug around every corner, and a lot of them I don't even report because it just takes up too much time.
Feels like SideFX is not creating software for users, but just for the hype .
Edited by toonafish - 2024年7月22日 04:49:05
Technical Discussion » Jointdeform a Lattice using Apex
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Ah, brilliant, thanks a lot.
I googled around but couldn't find anything on this, never would have figured a hack like this and unpack and then transfer the bonecapture data attributes from a captured box to the bound SOP to make this work.
My tiny brain is too small for Houdini ;-)
I googled around but couldn't find anything on this, never would have figured a hack like this and unpack and then transfer the bonecapture data attributes from a captured box to the bound SOP to make this work.
My tiny brain is too small for Houdini ;-)
Technical Discussion » Jointdeform a Lattice using Apex
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Hey thanks, but that's just a default lattice setup, no joints or bones involved.
What I was wondering is if it's possible to deform the lattice with some Apex skeleton joints created with the skeleton SOP.
One would expect it to be, with this shiny new advanced Apex tool, but it looks like nothing has changed in that regard. Or maybe I'm doing something wrong ?
But I added a basic scene with a rigged tube that works as expected, but when you use the Switch node and switch to the bound SOP, it won't capture it.
What I was wondering is if it's possible to deform the lattice with some Apex skeleton joints created with the skeleton SOP.
One would expect it to be, with this shiny new advanced Apex tool, but it looks like nothing has changed in that regard. Or maybe I'm doing something wrong ?
But I added a basic scene with a rigged tube that works as expected, but when you use the Switch node and switch to the bound SOP, it won't capture it.
Technical Discussion » Jointdeform a Lattice using Apex
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Is it possible to rig a basic Lattice to an Apex rig ?
I tried piping the bound object into an Apex skeleton, but all that resulted in was errors.
Does anyone know how that's done, without reverting to a "surfacedeform" instead of a lattice ?
Thanks,
I tried piping the bound object into an Apex skeleton, but all that resulted in was errors.
Does anyone know how that's done, without reverting to a "surfacedeform" instead of a lattice ?
Thanks,
Houdini Indie and Apprentice » Can't tweak lattice bound SOP
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After adding an Edit SOP to a Lattice bound SOP to tweak the shape of the Lattice and using the Tweak mode of the Edit SOP once, the Tweak mode of the Edit SOP no longer works after disabling selecting something else, and then enabling the Edit SOP.
I created a screencapture of the issue, a basic scene with Lattice deforming a Torus prim : Screencap [www.dropbox.com]
Can anyone confirm, or is it just me ?
Thanks.
I created a screencapture of the issue, a basic scene with Lattice deforming a Torus prim : Screencap [www.dropbox.com]
Can anyone confirm, or is it just me ?
Thanks.
Technical Discussion » Lattice deforming animated geometry
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Tanto
The padding is just for your lattice to be large enough. You don't need it, you can use a subdivided cube if you want. As to what happens to the geometry that's outside your lattice, very possible that it's behaving differently from other software. Check out the Lattice sop in Points mode, or Point Deform sop if you need a different behavior.
Ah, great. I checked the Points mode before, but forgot about t because that seemed even more primitive.
But that seems to work a little better after some tweaking. It seems at least the shape of the Lattice is not adjusted in some models, so you don't have to use a huge lattice and lose precision.
Muchas gracias !!
Another thing I noticed while experimenting with the Lattice ins Houdini, is that when I use the Tweak mode of the Edit SOP, I can only use it once on a bound SOP .
When I deactivate the Edit SOP, select some other geo, play the animation, and then need to edit some more, the Tweak mode of he edit SOP is no longer responding. All I can do is delete and replace it, add another Edit SOP, or revert to oldskool, select, move, rinse and repeat or .
Is that just me ?
Technical Discussion » Lattice deforming animated geometry
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Tanto
Not sure what you mean, your padding needs to be sufficient before you deform the lattice. How would it be any different in another 3d app?
I've used lattices in Lightwave, Maya, Modo, XSI, Blender etc. , and in all of those no "padding" is needed. Just add a lattice, deform it and move on, all geo that's outside the bounding box, even when using Blendshapes or replacing the geometry, is handled by some kind of automatic "padding" I suppose.
So that's why I was kind of expecting a basic feature like this to work in a similar way or at least as good in Houdini, but it seems like the lattice deformer in Houdini has not been updated since the 90's
Technical Discussion » Lattice deforming animated geometry
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Tanto
In the example you just uploaded, the sphere is not scaled. It's just getting further from the deformed part of the lattice, so it becomes less affected. Just make sure to adjust the padding before you make any edits to your lattice cage.
Ok, thanks for taking the time, but thats what I was afraid of because how do you know how much padding you need before deforming the lattice or if you need to adjust or even replace the geometry after deforming the lattice ?
And why complicate a basic lattice deformer so much that its even less "procedural" then any other 3d app. Houdini, a shiny Tesla body with the engine of a Trabant ;-)
Technical Discussion » Lattice deforming animated geometry
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Tanto
Hard to say what's causing the problem in your setup without the hip file, but here's a quick example of it working as expected.
Hey thanks, but I don't get it.
I use exactly the same setup as in your example. And when I adjust the Padding the sphere is scaled just like what happened before.
Maybe a different version ? I'm using 20.0.724.
Screencapture adjusting the padding in your example [www.dropbox.com]
Technical Discussion » Lattice deforming animated geometry
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Tanto
You have the right idea with timeshift and increased padding. Adjusting the padding shouldn't scale the geometry inside the lattice, as long as you adjust it both for the Rest and Deformed Geometry inputs.
An alternative to the lattice is the Point Deform sop, which works in a similar way except each point on the "lattice" has an influence radius.
Hey thanks, in this setup the same bound node is piped into the rest and deformed geo for the Lattice, I only add an Edit node to deformed it.
So the padding is adjusted for both and when I increase it, but then still all the geometry that is deformed by the lattice is scaled.
Bug ??
Technical Discussion » Lattice deforming animated geometry
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When deforming animated geometry with a lattice in Houdini, the "bound cage" keeps adjusting its bounding box to the volume of what is being deformed.
This adjustment of te cage causes a deformation on top of the designed deformation of the adjusted lattice, which is not the desired nor expected behavior of a lattice deformer. For instance, when used in a cartoony eye rig with separate eyelids, the eye gets deformed when animating the eyelids.
I couldn't find anything in the manual or tutorials about this, so after a some experimenting I figured one can prevent this behavior by adding a "timeshift" or something similar to freeze the cage shape to frame 0 or 1.
But the downside to this is that the animated geometry is badly distorted when it's geometry is outside the lattice cage.
It seems currently the only way is to use a timeshift and set the "padding" of the the lattice cage manually big enough so no geometry is can get outside of the cage, but adjusting the padding also scales all the geometry inside the lattice, which seems like quite a backward workflow to me.
So I was wondering how the lattice deformer is supposed to be used with animated geometry in Houdini or if there's an alternative to the default lattice deformer in Houdini ?
I added a screencapture of the issue, where you can clearly see the cage changing size because the green one is animated, resulting in the red Torus being deformed while its static. And after freezing the cage at frame 0 with a Timeshift the animated Torus is badly distorted.
Screencapture of the issue [www.dropbox.com]
This adjustment of te cage causes a deformation on top of the designed deformation of the adjusted lattice, which is not the desired nor expected behavior of a lattice deformer. For instance, when used in a cartoony eye rig with separate eyelids, the eye gets deformed when animating the eyelids.
I couldn't find anything in the manual or tutorials about this, so after a some experimenting I figured one can prevent this behavior by adding a "timeshift" or something similar to freeze the cage shape to frame 0 or 1.
But the downside to this is that the animated geometry is badly distorted when it's geometry is outside the lattice cage.
It seems currently the only way is to use a timeshift and set the "padding" of the the lattice cage manually big enough so no geometry is can get outside of the cage, but adjusting the padding also scales all the geometry inside the lattice, which seems like quite a backward workflow to me.
So I was wondering how the lattice deformer is supposed to be used with animated geometry in Houdini or if there's an alternative to the default lattice deformer in Houdini ?
I added a screencapture of the issue, where you can clearly see the cage changing size because the green one is animated, resulting in the red Torus being deformed while its static. And after freezing the cage at frame 0 with a Timeshift the animated Torus is badly distorted.
Screencapture of the issue [www.dropbox.com]
Edited by toonafish - 2024年7月9日 09:05:43
Houdini Indie and Apprentice » Object disappear with "Hide Other Objects"
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This has been bugging me for some time now, but is there a way to prevent objects that are transformed, or constrained or parented to other objects to disappear from view because Houdini completely ignores any Transforms ?
I was hoping this wouldn't happen with constraints, just like with a transform SOP, but same difference.
Strangely enough when a Geo Node is transformed it doesn't seem to happen all the time, sometimes it stays in view, and sometimes not.
And even worse, when selecting some constrained or transformed geo with other objects hidden, it focusses on the geo where it was when not transformed, now where is the logic in that ?
But does anyone know of a way to prevent this from happening ?
Thanks
I was hoping this wouldn't happen with constraints, just like with a transform SOP, but same difference.
Strangely enough when a Geo Node is transformed it doesn't seem to happen all the time, sometimes it stays in view, and sometimes not.
And even worse, when selecting some constrained or transformed geo with other objects hidden, it focusses on the geo where it was when not transformed, now where is the logic in that ?
But does anyone know of a way to prevent this from happening ?
Thanks
Edited by toonafish - 2024年6月28日 08:41:46
Houdini Indie and Apprentice » KineFX parent constraint
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Just in case someone else wonders, Parker Coleman to the rescue : https://youtu.be/0XPCNxefOz8?si=uNmP-k4Pj7f61812 [youtu.be]
Works like a charm, unless you need to animate the constrained object. Then you’re in big trouble…
Works like a charm, unless you need to animate the constrained object. Then you’re in big trouble…
Edited by toonafish - 2024年5月25日 12:17:57
Houdini Indie and Apprentice » KineFX parent constraint
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/obj/eyes
I'm trying again to parent an object to a KineFX bone, and tried using the "Capture Packed Geo SOP" method. But I'm wondering how that supposed to work, I can see the rig and the object that has to be parented when I connect both.
But I can't seem to get the object to move with the bone I'd like to parent it to, or any other bone.
Does anyone have any pointers about how "Capture Packed Geo" is supposed to work ?
Thanks.
tamte
- you can use Capture Packed Geometry SOP
- or if by object you really mean object on object level:
append point wrangle after your animated skeletonand then use Rivet Object, point to that wrangle or below and specify joint you want in its Point Groupv@up = {1, 0, 0} * 3@transform; v@N = {0, 0, 1} * 3@transform;
I'm trying again to parent an object to a KineFX bone, and tried using the "Capture Packed Geo SOP" method. But I'm wondering how that supposed to work, I can see the rig and the object that has to be parented when I connect both.
But I can't seem to get the object to move with the bone I'd like to parent it to, or any other bone.
Does anyone have any pointers about how "Capture Packed Geo" is supposed to work ?
Thanks.
Edited by toonafish - 2024年5月25日 09:30:14
Technical Discussion » H20 Viewport refresh bug..
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Same here, scene with some bone deform, fur and cloth sim. And I have to reset the viewport every five minutes.
With all the other issues I keep running into this feels like beta testing.
With all the other issues I keep running into this feels like beta testing.
Houdini Indie and Apprentice » Better visibility of selected nodes
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