Hi,
There is an example of partial ragdolls in the help/documentation. You can load it in Houdini and look at the file. The setup includes creating the groups with an agent transform node and then activating that group within the solver.
/examples/nodes/dop/crowdsolver/PartialRagdolls
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Houdini Learning Materials » Tutorial on Partial Ragdoll with Motors?
- br1
- 41 posts
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Technical Discussion » ragdoll crowd but plays clip instead of just ragdoll
- br1
- 41 posts
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Hi, you can find more info about that in the following thread
https://www.sidefx.com/forum/topic/73592/ [www.sidefx.com]
Or just look at PinnedRagdolls.hda in your houdini\help\examples folder
https://www.sidefx.com/forum/topic/73592/ [www.sidefx.com]
Or just look at PinnedRagdolls.hda in your houdini\help\examples folder
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- br1
- 41 posts
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Hi Gany,
Have a look as this video :
https://www.youtube.com/watch?v=UJG7KH_RG1Y [www.youtube.com]
If you follow these instructions there's an explanation on how to edit the python code of your HDA to make it behave as rigpose while allowing your asset to display just a specific rigpose.
For example if you want to just display "rigpose2" you would use this kind of code (around line 400)
Have a look as this video :
https://www.youtube.com/watch?v=UJG7KH_RG1Y [www.youtube.com]
If you follow these instructions there's an explanation on how to edit the python code of your HDA to make it behave as rigpose while allowing your asset to display just a specific rigpose.
For example if you want to just display "rigpose2" you would use this kind of code (around line 400)
result = set() for n in posenodes: if n.name() == "rigpose2": crp_node = n.node("computerigpose1") else: continue
Edited by br1 - 2021年6月14日 10:51:10
MARDINI Daily Challenge 2021 » Day 6 Animation | Motion | Flow
- br1
- 41 posts
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MARDINI Daily Challenge 2021 » Day 5 Animation | Motion | Crash
- br1
- 41 posts
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MARDINI Daily Challenge 2021 » Day 4 Animation | Motion | Escape
- br1
- 41 posts
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Day4 escape, got some timing issues but you get the idea...(I'll try to update if I have time to fix it)
Here's with the correct timing
Here's with the correct timing
Edited by br1 - 2021年3月5日 08:08:40
MARDINI Daily Challenge 2021 » Day 3 Animation | Motion | Leap
- br1
- 41 posts
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MARDINI Daily Challenge 2021 » Day 2 Animation | Motion | Grow
- br1
- 41 posts
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Once again I need more time ... too much work kept me away from day2 !
Edited by br1 - 2021年3月2日 19:00:22
MARDINI Daily Challenge 2021 » Day 1 | Motion | Bounce
- br1
- 41 posts
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Technical Discussion » Change Houdini QtWebEngine and cache paths ?
- br1
- 41 posts
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Hi,
I was wondering if there is a way to re-root the cache and QtWebEngine folders to another path. When I launch Houdini it creates his folders and files in theses directories :
C:\Users\***\AppData\Local\houdini\cache
C:\Users\***\AppData\Local\houdini\QtWebEngine
I'd like to remap those to a faster SSD drive.
I tried changing the houdini.env file with these values :
HOUDINI_TEMP_DIR = e:/temp
I also modified my user and system temp variables in Windows to these:
HOUDINI_TEMP_DIR E:\temp
TEMP D:\temp
TMP D:\temp
Although many other folders are created where expected, these two still don't want to move.
Cheers,
Bruno
I was wondering if there is a way to re-root the cache and QtWebEngine folders to another path. When I launch Houdini it creates his folders and files in theses directories :
C:\Users\***\AppData\Local\houdini\cache
C:\Users\***\AppData\Local\houdini\QtWebEngine
I'd like to remap those to a faster SSD drive.
I tried changing the houdini.env file with these values :
HOUDINI_TEMP_DIR = e:/temp
I also modified my user and system temp variables in Windows to these:
HOUDINI_TEMP_DIR E:\temp
TEMP D:\temp
TMP D:\temp
Although many other folders are created where expected, these two still don't want to move.
Cheers,
Bruno
Houdini Lounge » H16 color scheme creation
- br1
- 41 posts
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Hi,
I'm trying to make a new color scheme for H16.
I started by modifying the Houdini_dark scheme to my needs, but wonder if all those parameters (and there are plenty) are still used in H16 as the scheme seems to have old H15 settings that are probably not required anymore.
Is there somewhere a file that could be used as template with only H16 settings ?
I'm trying to make a new color scheme for H16.
I started by modifying the Houdini_dark scheme to my needs, but wonder if all those parameters (and there are plenty) are still used in H16 as the scheme seems to have old H15 settings that are probably not required anymore.
Is there somewhere a file that could be used as template with only H16 settings ?
The Orbolt Smart 3D Asset Store » TRS Asset crashing
- br1
- 41 posts
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I hate to say, but it's still extremely slow on my computer, which makes the asset totally unusable, even with lock, lock sort and lock piece.
using Houdini 12.5.411
using Houdini 12.5.411
Houdini Lounge » Is there a full GPU renderer avaiable for Houdini ?
- br1
- 41 posts
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Hi Robert,
I don't think Octane is able to render pyro volumes so it will be hard to compare that kind of features. But again, people are using Houdini for other things than effects. As you are democratizing Houdini's price, people look at it as an alternative to Max, Maya and C4d. Although I'd rather do only FX stuff, I also have a lot of projects not involving any pyro or water sim, and I still do them with Houdini just because of it's procedural and nodal approach to 3D.
When it comes to render polygon geometry with skylight and path trace, even though it's a tedious setup to get the data to Octane (which until now still doesn't support alembic), and even with limitations like no geometry motion blur, it' s still much faster for me to get my stuff rendered with Octane and a few additional passes with mantra will help me get velocity that I can add in comp.
Here is a wip example of the same frame rendered with mantra and Octane. Mantra (on the left) is around 3 minutes, Octane took 17 seconds.
Hardware : intel i7-3930k, geforce GTX 590.
Bruno
I don't think Octane is able to render pyro volumes so it will be hard to compare that kind of features. But again, people are using Houdini for other things than effects. As you are democratizing Houdini's price, people look at it as an alternative to Max, Maya and C4d. Although I'd rather do only FX stuff, I also have a lot of projects not involving any pyro or water sim, and I still do them with Houdini just because of it's procedural and nodal approach to 3D.
When it comes to render polygon geometry with skylight and path trace, even though it's a tedious setup to get the data to Octane (which until now still doesn't support alembic), and even with limitations like no geometry motion blur, it' s still much faster for me to get my stuff rendered with Octane and a few additional passes with mantra will help me get velocity that I can add in comp.
Here is a wip example of the same frame rendered with mantra and Octane. Mantra (on the left) is around 3 minutes, Octane took 17 seconds.
Hardware : intel i7-3930k, geforce GTX 590.
Bruno
Houdini Lounge » Is there a full GPU renderer avaiable for Houdini ?
- br1
- 41 posts
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I think people looking at GPU renderers also do it because not all of us want to use Houdini to render fx, volumes, etc…
Sometimes, when using the procedural abilities of Houdini you end up just wanting to create and animate stuff then send everything out to an engine like Octane to get your result quickly, with a nice result and 240 frames rendered at 5sec/frame with path tracing.
I takes 3 minutes to render at full HD with mantra, but 5 seconds on the other side is not something you can ignore. Octane can eat a lot of geometry and textures with current hardware.
My current way is to export everything using Alembic and use Octane within Maya. I hate to have to re-open Maya for rendering (or anything…), but until a better connection to Octane comes to life, it's still the best solution…
Sometimes, when using the procedural abilities of Houdini you end up just wanting to create and animate stuff then send everything out to an engine like Octane to get your result quickly, with a nice result and 240 frames rendered at 5sec/frame with path tracing.
I takes 3 minutes to render at full HD with mantra, but 5 seconds on the other side is not something you can ignore. Octane can eat a lot of geometry and textures with current hardware.
My current way is to export everything using Alembic and use Octane within Maya. I hate to have to re-open Maya for rendering (or anything…), but until a better connection to Octane comes to life, it's still the best solution…
The Orbolt Smart 3D Asset Store » openID issue
- br1
- 41 posts
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The Orbolt Smart 3D Asset Store » openID issue
- br1
- 41 posts
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Hi Adam !
I actually would like to login and buy your path deformer !
It looks like I can login with both sidefx and Orbolt, although I never created an orbolt account. (and login with sidefx gives the openID error..)
I hope sidefx can help me solve the situation, I have a ticket opened on that issue.
Cheers
Bruno
I actually would like to login and buy your path deformer !
It looks like I can login with both sidefx and Orbolt, although I never created an orbolt account. (and login with sidefx gives the openID error..)
I hope sidefx can help me solve the situation, I have a ticket opened on that issue.
Cheers
Bruno
The Orbolt Smart 3D Asset Store » openID issue
- br1
- 41 posts
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Hi,
All of the sudden, Orbolt denies me signing in with my sidefx login.
It never happened before, and I always get the same error message (tried on different computers) :
OpenID failed
OpenID authentication failed: Server denied check_authentication
Anyone can help me out here ?
Thanks
Bruno
All of the sudden, Orbolt denies me signing in with my sidefx login.
It never happened before, and I always get the same error message (tried on different computers) :
OpenID failed
OpenID authentication failed: Server denied check_authentication
Anyone can help me out here ?
Thanks
Bruno
The Orbolt Smart 3D Asset Store » TRS Asset crashing
- br1
- 41 posts
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Hi again…
Although the asset doesn't crash with the method in the previous comment, it's sill far from working like on your Vimeo demo.
- It's still extremely slow, even with a basic cube and 4x4 divisions.
- Although translate and scale effects work, nothing seems to affect the rotation. It's just not moving if rotation is the only active effect.
This is wit 12.5.379. Again the rotation effect works with 12.1.185.
Can someone confirm that issue ?
Although the asset doesn't crash with the method in the previous comment, it's sill far from working like on your Vimeo demo.
- It's still extremely slow, even with a basic cube and 4x4 divisions.
- Although translate and scale effects work, nothing seems to affect the rotation. It's just not moving if rotation is the only active effect.
This is wit 12.5.379. Again the rotation effect works with 12.1.185.
Can someone confirm that issue ?
The Orbolt Smart 3D Asset Store » TRS Asset crashing
- br1
- 41 posts
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I think I found why it crashes here. If I start fresh your asset goes into “Uninstalled Assets” in the Tab menu. If I go the the Asset Browser, right-click and choose “Install OTL only”, then the asset goes in MZMAssets and stops crashing Houdini.
The Orbolt Smart 3D Asset Store » TRS Asset crashing
- br1
- 41 posts
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Hey Adam,
Thanks a lot for giving this some attention.
Let's hope it gets fixed soon as I'd be glad to use that asset in the coming days..
Thanks a lot for giving this some attention.
Let's hope it gets fixed soon as I'd be glad to use that asset in the coming days..
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