Hi! Another (!) Animation Editor question for you all. I noticed that on the Animation Editor timeline I can Shift-Right Click to jump between the two most recent frames. This is really cool! Unfortunately it only works on the Animation Editor timeline and not the main Houdini timeline. Are there any other ways to navigate like this? Alternatively, is there a way to hotkey this behavior? I didn't see anything in the Hotkey Editor that matched up to this feature.
It is handy because sometimes I want to jump between poses that are many many many key frames away, so Ctrl+Arrow isn't as useful.
Thanks!
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Houdini Lounge » [Character Animation Workflow] Shift-Right Click Frame Jump
- nicholasralabate
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Houdini Lounge » [Character Animation Workflow] Filter by "is Animated"
- nicholasralabate
- 114 posts
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Hey gang, Animation Editor question!
I know you can pop open an Animation Editor with ONLY the animated channels on a node by highlighting the node and hitting the "V" button. But is this possible any other way? Say, for example, I have a list of 200 channels in the Animation Editor. Some channels have animation data, some do not. Is there any way to filter out the channel list so it only shows me channels with animation data? As far as I can tell, the only filters are the rot/trans/scale buttons at the bottom and the text field for regex of channel names.
Thanks!
I know you can pop open an Animation Editor with ONLY the animated channels on a node by highlighting the node and hitting the "V" button. But is this possible any other way? Say, for example, I have a list of 200 channels in the Animation Editor. Some channels have animation data, some do not. Is there any way to filter out the channel list so it only shows me channels with animation data? As far as I can tell, the only filters are the rot/trans/scale buttons at the bottom and the text field for regex of channel names.
Thanks!
Houdini Lounge » [Character Animation Workflow] Hiding Rig Controls
- nicholasralabate
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Makes sense! I can totally see this existing in a hypothetical rig, I was just wondering if there was anything out of the box for hiding/nudging things out of view in the viewport. I am more interested in the animation side of things than the rigging side of things, but I will take a look at that Fur Guy tutorial soon.
I did notice that of the four built-in rigs -- Toon Character, Simple Biped, Simple Female and Simple Male -- Toon Character did have some per-body-part checkboxes for rig control hiding.
I also did find that my second request sort-of-almost already exists. If you create a group in the Animation Editor, you can hit Shift+S on the group name and all controls corresponding to that set of channels will become selected in the viewport. I just wish that behavior auto-happened just by selecting (ungrouped) channels in the Animation Editor.
Thanks for the feedback!
Nicholas
I did notice that of the four built-in rigs -- Toon Character, Simple Biped, Simple Female and Simple Male -- Toon Character did have some per-body-part checkboxes for rig control hiding.
I also did find that my second request sort-of-almost already exists. If you create a group in the Animation Editor, you can hit Shift+S on the group name and all controls corresponding to that set of channels will become selected in the viewport. I just wish that behavior auto-happened just by selecting (ungrouped) channels in the Animation Editor.
Thanks for the feedback!
Nicholas
Houdini Lounge » [Character Animation Workflow] Hiding Rig Controls
- nicholasralabate
- 114 posts
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Hi!
What's the best way to hide controls I'm not interested in? For example, if I am animating some walk cycles and from the side view I am constantly grabbing the Master translate/rotate control. I tried locking the parameters but the control still shows up. I also tried unlocking the HDA and hiding the control, but when the HDA is unlocked tons of irrelevant animated channels are now exposed to the public. Is there a way to temporarily move rig controls out of the way, the same way we can temporarily move Houdini Handles out of the way with the ' key?
Thanks!
P.S. I guess second-best would be if there were a way to highlight the rig control in the viewport when I chose that channel in the Channel List. I know I can select a channel in the Channel List and then J-Drag in the viewport to move things around but it would be nice if the handles themselves appeared.
What's the best way to hide controls I'm not interested in? For example, if I am animating some walk cycles and from the side view I am constantly grabbing the Master translate/rotate control. I tried locking the parameters but the control still shows up. I also tried unlocking the HDA and hiding the control, but when the HDA is unlocked tons of irrelevant animated channels are now exposed to the public. Is there a way to temporarily move rig controls out of the way, the same way we can temporarily move Houdini Handles out of the way with the ' key?
Thanks!
P.S. I guess second-best would be if there were a way to highlight the rig control in the viewport when I chose that channel in the Channel List. I know I can select a channel in the Channel List and then J-Drag in the viewport to move things around but it would be nice if the handles themselves appeared.
Edited by nicholasralabate - 2023年3月18日 00:31:26
PDG/TOPs » Error in Build a City With PDG Tutorial
- nicholasralabate
- 114 posts
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Hi,
I am going through the beginner tutorial for PDG found here:
https://www.sidefx.com/tutorials/foundations-build-a-city-with-pdg/ [www.sidefx.com]
...and when I get to step 4 (using a ROP Geometry Output TOP) all my tasks fail. When I right-click on the task to see work item info it shows this error:
I took a look at the pdgtemp directory and it had a data/ and logs/ subdirectory but no scripts/ subdirectory.
What could I be doing wrong? Note that I am building this setup from scratch, by following the video, and I am not using any of the pre-made hip files. Also, I have zero third-party packages or HDAs installed (not even Labs).
I tried changed the temp directory from houdinitemp to working dir, and I also tried starting Houdini as root to rule out permissions problems.
I am going through the beginner tutorial for PDG found here:
https://www.sidefx.com/tutorials/foundations-build-a-city-with-pdg/ [www.sidefx.com]
...and when I get to step 4 (using a ROP Geometry Output TOP) all my tasks fail. When I right-click on the task to see work item info it shows this error:
/opt/hfs19.0.589/bin/hython-bin: can't open file '/tmp/houdini_temp/houdini_foundations_build_a_city_with_pdg/pdgtemp/19891/scripts/rop.py': [Errno 2] No such file or directory
I took a look at the pdgtemp directory and it had a data/ and logs/ subdirectory but no scripts/ subdirectory.
What could I be doing wrong? Note that I am building this setup from scratch, by following the video, and I am not using any of the pre-made hip files. Also, I have zero third-party packages or HDAs installed (not even Labs).
I tried changed the temp directory from houdinitemp to working dir, and I also tried starting Houdini as root to rule out permissions problems.
Edited by nicholasralabate - 2023年3月18日 00:20:26
Houdini Lounge » Quality of life for Houdini users
- nicholasralabate
- 114 posts
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toonafish
Said it before and say it again, undockable menu's would be a huge workflow improvement when you have to repeat certain tasks. Imagine having to add these Labs SOPs a few times
I personally never visually hunt through the tab menu, that is way too slow! Every node has a gibberish shortcut, for example "Volume Rasterize Attributes" can be gotten to by typing "vrat". As far as I know there is no canonical list of which nodes have which shortcuts but it is pretty easy to figure them out, just start with the first letters of each word and play with it from there.
I sometimes try to find gibberish shortcuts that involve only the left hand, as I would rather type one or two more letters than bring my stylus hand back towards the keyboard then back towards the tablet.
Edited by nicholasralabate - 2023年3月14日 22:46:30
Houdini Lounge » [Character Animation Workflow] Simple Biped Squash + Stretch
- nicholasralabate
- 114 posts
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Hi,
I am digging into some of the built-in rigs, Simple Biped specifically and I am trying to understand how to use the Squash + Stretch controls. In my tests it seems that enabling Squash + Stretch does help the foot reach the ground in my contact poses but it ruins the straights in the contacting leg. I tried playing with the IK Twist Translate, as well as the IK Twist Hip Foot Blend but nothing seemed to help.
Is there a way to use Simple Biped's Squash + Stretch mode and still get straight legs on a contact pose? Thanks!
Update: Screen grab here, ignore the fact that I replaced the torso with a ball, it is the same rig from the waist down...
https://vimeo.com/808037545/55f9f8ae39 [vimeo.com]
I am digging into some of the built-in rigs, Simple Biped specifically and I am trying to understand how to use the Squash + Stretch controls. In my tests it seems that enabling Squash + Stretch does help the foot reach the ground in my contact poses but it ruins the straights in the contacting leg. I tried playing with the IK Twist Translate, as well as the IK Twist Hip Foot Blend but nothing seemed to help.
Is there a way to use Simple Biped's Squash + Stretch mode and still get straight legs on a contact pose? Thanks!
Update: Screen grab here, ignore the fact that I replaced the torso with a ball, it is the same rig from the waist down...
https://vimeo.com/808037545/55f9f8ae39 [vimeo.com]
Houdini Lounge » [Character Animation Workflow] Reset handles to defaults?
- nicholasralabate
- 114 posts
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Ah, thanks for looking into this. I did think of something like CTRL+Shift+T to reset Translates and CTRL+Shift+R to reset rotations... but I was hoping something was built-in. Appreciate the code!
Houdini Lounge » Houdini 20 Rumors
- nicholasralabate
- 114 posts
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It would be awesome if when you open the Animation Editor(Alt+Shift F) the cursor was on the current frame instead of 1... That and the broken visualization of locked accelerations (when you hit the R button on a tagent handle, should toggle between solid and empty) are my big wishes for animation in H20!
Houdini Lounge » [Character Animation Workflow] Reset handles to defaults?
- nicholasralabate
- 114 posts
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Is there a way to do something like middle-click a handle to reset it to defaults? I have been trying to work primarily in a full-screen viewport for doing some simple body mechanics stuff and it is annoying to have to pop open a parameter box just to middle-click a foot back to zero rotation.
Thanks!!!
Thanks!!!
Houdini Lounge » Houdini 20 Rumors
- nicholasralabate
- 114 posts
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Technical Discussion » Primvar AOVs in RenderMan for Solaris?
- nicholasralabate
- 114 posts
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Hi,
Does anybody have an example of passing a primvar to RenderMan for a custom AOV in Solaris?
I have tried the "raw" "primvar" and "intrinsic" settings but I am getting a zero in my AOV no matter what.
I have also tried listing the name as "eyeMask" (my primvar, that I have confirmed exists in Solaris' Scene Graph Detail pane) as well as "primvars:eyeMask".
Would appreciate any help!
Nicholas
Does anybody have an example of passing a primvar to RenderMan for a custom AOV in Solaris?
I have tried the "raw" "primvar" and "intrinsic" settings but I am getting a zero in my AOV no matter what.
I have also tried listing the name as "eyeMask" (my primvar, that I have confirmed exists in Solaris' Scene Graph Detail pane) as well as "primvars:eyeMask".
Would appreciate any help!
Nicholas
Edited by nicholasralabate - 2023年3月1日 22:33:35
Technical Discussion » HScript chkey multiple keys
- nicholasralabate
- 114 posts
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Can the chkey HScript command edit multiple keys at once? I tried all manner of asterisks for the time field to no avail:
https://www.sidefx.com/docs/houdini/commands/chkey.html [www.sidefx.com]
I am trying to simply scale all key values up or down by 15% on a channel.
How do people use this HScript command on multiple keys at once? Thanks!
https://www.sidefx.com/docs/houdini/commands/chkey.html [www.sidefx.com]
I am trying to simply scale all key values up or down by 15% on a channel.
How do people use this HScript command on multiple keys at once? Thanks!
Technical Discussion » HScript query channel lock status?
- nicholasralabate
- 114 posts
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Hi, I'd like my rig controls to disappear when they are locked, just like the default Houdini handles do. Is there an easy way to query the lock state of a channel? I see a command that locks/unlocks but I just need to query the state.
Thanks!!!
Thanks!!!
Solaris and Karma » Writing out /obj level transforms with USD Export SOP
- nicholasralabate
- 114 posts
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I think ROP Geometry SOP does (optionally) take object level transforms into account, there is a drop down to transform into world space. I just RFE'd the same for USD Export SOP, but I agree with you it's a little different because in the USD case I'm not actually asking for transformed SOP points but rather an extra set of transforms that would sit above my prim.
Solaris and Karma » Writing out /obj level transforms with USD Export SOP
- nicholasralabate
- 114 posts
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Yeah, the USD Export SOP just wraps around a LOP network containing a SOP Import and a USD ROP.
It is very nice and convenient to just drop one node at the end of a SOP chain! I'm surprised it's not possible to write those /obj level transforms given there are all those USD config options... but at least I can do it the long way.
Thanks for the answer!
It is very nice and convenient to just drop one node at the end of a SOP chain! I'm surprised it's not possible to write those /obj level transforms given there are all those USD config options... but at least I can do it the long way.
Thanks for the answer!
Solaris and Karma » Writing out /obj level transforms with USD Export SOP
- nicholasralabate
- 114 posts
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Is there any way for USD Export SOP (or USD ROP) to pick up /obj level transforms? It doesn't seem to work out of the box. I'd like for the /obj level transforms to come over as Xform prims in USD.
Thanks!!!
Thanks!!!
Houdini Lounge » Houdini 20 Rumors
- nicholasralabate
- 114 posts
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Yeah, that's the one I was talking about. I'm using a stylus btw, not sure if that matters...
Houdini Lounge » Houdini 20 Rumors
- nicholasralabate
- 114 posts
- Offline
Would be great to have a production-level replacement for the (hidden) Shot Sculpt SOP. It stinks to have to download Blender just for simple sculpting.
Also +1 to improvements in the Animation Editor, there needs to be some Fitt's Law love on grabbing those teeny tiny four-pixel-wide time handles.
The documentation for the Animation Editor also seems incomplete, especially considering that editor is almost two decades old (at least to my eyes it looks UX-ically the same: https://www.awn.com/vfxworld/houdini-7-review-magic-concealed-special-ops).
Lastly something like Maya's K-Drag would be great to not have to move your keyboard hand to the arrows or your stylus hand to the timeline whilst animating. While adding that feature, please fix the timeline HOM functions. Scripting frame manipulations has been buggy for me for the past five years or so.
P.S. Here is an example of the Fitt's Law fail in action... you can see people misfire in almost any video tut featuring the Animation Editor. Instead of grabbing the time handle's microscopic hitbox the marquee mode is activated instead:
https://youtube.com/watch?v=zFPXTp7Sdqc&si=EnSIkaIECMiOmarE&t=180 [youtube.com]
Also +1 to improvements in the Animation Editor, there needs to be some Fitt's Law love on grabbing those teeny tiny four-pixel-wide time handles.
The documentation for the Animation Editor also seems incomplete, especially considering that editor is almost two decades old (at least to my eyes it looks UX-ically the same: https://www.awn.com/vfxworld/houdini-7-review-magic-concealed-special-ops).
Lastly something like Maya's K-Drag would be great to not have to move your keyboard hand to the arrows or your stylus hand to the timeline whilst animating. While adding that feature, please fix the timeline HOM functions. Scripting frame manipulations has been buggy for me for the past five years or so.
P.S. Here is an example of the Fitt's Law fail in action... you can see people misfire in almost any video tut featuring the Animation Editor. Instead of grabbing the time handle's microscopic hitbox the marquee mode is activated instead:
https://youtube.com/watch?v=zFPXTp7Sdqc&si=EnSIkaIECMiOmarE&t=180 [youtube.com]
Edited by nicholasralabate - 2023年1月16日 19:07:46
Houdini Lounge » Linux distro with no problems running H19
- nicholasralabate
- 114 posts
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