Thanks Cyte.
What you suggest somehow works. But it's indeed long to do, and it's not precise enough.
For both problems there should be some feature requests I beleive.
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Technical Discussion » Add points to curve
- Grendizer
- 375 posts
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Technical Discussion » Add points to curve
- Grendizer
- 375 posts
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Also another question.
The polyextrude node has a rogue behavior with curve guides. In the attached pic, the spine shape is set to “curve from second input”. But as you can see, the extrusion has the right shape but is not sticking to the reference curve. It's kind of leaning in a wrong direction. WHY?
The polyextrude node has a rogue behavior with curve guides. In the attached pic, the spine shape is set to “curve from second input”. But as you can see, the extrusion has the right shape but is not sticking to the reference curve. It's kind of leaning in a wrong direction. WHY?
Technical Discussion » Add points to curve
- Grendizer
- 375 posts
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Thanks.
But does this work when we want to add a curve that has been edited? I mean when I create a curve it's generally in the front , top or right view. Then I move its point in the other direction. Then if I want to add a point, I need to go back to the “curve1” node then press enter. But the “curve1” node was back when my curve was one dimensional… how can I add point on the curve after the last “edit” node?
But does this work when we want to add a curve that has been edited? I mean when I create a curve it's generally in the front , top or right view. Then I move its point in the other direction. Then if I want to add a point, I need to go back to the “curve1” node then press enter. But the “curve1” node was back when my curve was one dimensional… how can I add point on the curve after the last “edit” node?
Edited by Grendizer - 2018年11月26日 05:41:16
Technical Discussion » Add points to curve
- Grendizer
- 375 posts
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Hi
How can I add a point to an existing curve?
The doc says:
Insert points on an existing curve: Press ⇧ Shift + LMB on the curve.
Insert points on the curve: Press ⇧ Shift + LMB anywhere in the scene view.
What's the difference between these 2 ?
None of these instructions work anyway. When I shift + LMB the curve, nothing happens…
How can I add a point to an existing curve?
The doc says:
Insert points on an existing curve: Press ⇧ Shift + LMB on the curve.
Insert points on the curve: Press ⇧ Shift + LMB anywhere in the scene view.
What's the difference between these 2 ?
None of these instructions work anyway. When I shift + LMB the curve, nothing happens…
Technical Discussion » Objects and chain root world space
- Grendizer
- 375 posts
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Thanks a lot to you both for the complete and informative answers!!!
Yes Cval, it would be nice to have better access to global transforms, like in XSI Is this feature request logged yet?
Yes Cval, it would be nice to have better access to global transforms, like in XSI Is this feature request logged yet?
Technical Discussion » Viewport Tumble Woes?
- Grendizer
- 375 posts
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Technical Discussion » Viewport Tumble Woes?
- Grendizer
- 375 posts
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Well nope. I'm just doing this now:
I select an object directly in the viewport, this object is close to the right side of the viewport, then I press ‘F’, then the object does not get centered and zoomed in.
I select an object directly in the viewport, this object is close to the right side of the viewport, then I press ‘F’, then the object does not get centered and zoomed in.
Technical Discussion » Viewport Tumble Woes?
- Grendizer
- 375 posts
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Technical Discussion » Objects and chain root world space
- Grendizer
- 375 posts
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Hello, in the series “understanding Houdini's transforms”, I have 2 questions:
1) In /obj level, when I select an object, in its parameter pane, I can see and set its coordinates in local space, relative to its parent. But how can I see and set its coordinates in world space?
2) When I create a box anywhere in the scene, NOT at the scene's origin, I get translation coordinates that are not 0 0 0.
When I create a bone chain anywhere in the scene, NOT at the scene's origin, the chain_root node's translations are 0 0 0.
These coordinates are supposed to be in local space, and in this case, the parent of an isolated object is the world origin.
So the coordinates seem logical for the box, but not for the bone.
What's the deal?
Thanks
Gz
1) In /obj level, when I select an object, in its parameter pane, I can see and set its coordinates in local space, relative to its parent. But how can I see and set its coordinates in world space?
2) When I create a box anywhere in the scene, NOT at the scene's origin, I get translation coordinates that are not 0 0 0.
When I create a bone chain anywhere in the scene, NOT at the scene's origin, the chain_root node's translations are 0 0 0.
These coordinates are supposed to be in local space, and in this case, the parent of an isolated object is the world origin.
So the coordinates seem logical for the box, but not for the bone.
What's the deal?
Thanks
Gz
Technical Discussion » How can I manipulate a point/edge/primitave in world space?
- Grendizer
- 375 posts
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Hello, I'm jumping into this thread to ask a simple question:
In /obj level, when I select an object, in its parameter pane, I can see and set its coordinates in local space, relative to its parent.
How can I see and set its coordinates in world space?
Thanks
Gz
In /obj level, when I select an object, in its parameter pane, I can see and set its coordinates in local space, relative to its parent.
How can I see and set its coordinates in world space?
Thanks
Gz
Technical Discussion » Viewport Tumble Woes?
- Grendizer
- 375 posts
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Hey guys , is it possible to center the view on selected object(s) without changing the camera orientation?
Technical Discussion » mantra_ipr duplicated 700 times
- Grendizer
- 375 posts
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I narrowed down the problem, it's when I'm dealing with bones. The simple action to select a bone will make about 100 “Mantra IPR” nodes appear…
Technical Discussion » Submitting several frame ranges at once to render?
- Grendizer
- 375 posts
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Cool but it would be nice to have this option in a simpler way. Is a feature request logged about that?
Houdini Indie and Apprentice » "Skip existing frames" doesn't seem to work with multiple machines rendering simultaneously
- Grendizer
- 375 posts
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I have almost the same problem. I'm using Windows 10, Hou 16.5, and Hscript with the mread and render commands. When 2 PC's are rendering the same scene, sometimes the 2 PC will attempt to render the same image, which results in a corrupt picture.
Is it only the 2 of us having this issue?
Gz
Is it only the 2 of us having this issue?
Gz
Technical Discussion » Understanding the "Move Center To Pivot" button
- Grendizer
- 375 posts
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Hi guys
Thanks for the answer. I am trying to clarify things but sometimes it gets even more confusing. So in order to know what we’re talking about, I suggest we define some terms:
- Centroid : the center of the bounding box of the points, not the average position of the points. This is from the Hou documentation.
- Center : according to what I’ve understood, it’s the same as the centroid.
- Pivot : All transformations are relative to an object’s pivot point. An object scales toward/away from the pivot point and rotates around the pivot point. So according to the doc, it is a handle for the transforms.
- Origin : according to the doc, it is the same as the pivot.
- Geometry bounding box center : you guys are mentioning this in your post, is it different from the centroid and the pivot? Or are you just speaking about the centroid/center?
- Origin of the object's local space: Tamte, you mentioned this in his post, what would be the definition of this term? Would it be the same as the “pivot without its offset”?
As for XSI’s “center mode”, I have not found the Houdini equivalent. In XSI you can move the center while the points stay in place, but in Houdini, if you move the points, the center follows, and if you move the center, the points follow. Check the attached picture I did.
Yes, move center to pivot create a transform node at SOP level but this node does not give any information, every scale rotate translate is at 1 0 0, there is no visible offset.
If I rephrase what Tamte said : “Move Center To Pivot leads the Geometry bounding box center to align with the origin of the object's local space”.
If the “Geometry bounding box center” is the centroid/center. And if the “origin of the object's local space” is the pivot without its offset, then it is the same explanation as in my video.
Correct me if I'm wrong
Thanks for the answer. I am trying to clarify things but sometimes it gets even more confusing. So in order to know what we’re talking about, I suggest we define some terms:
- Centroid : the center of the bounding box of the points, not the average position of the points. This is from the Hou documentation.
- Center : according to what I’ve understood, it’s the same as the centroid.
- Pivot : All transformations are relative to an object’s pivot point. An object scales toward/away from the pivot point and rotates around the pivot point. So according to the doc, it is a handle for the transforms.
- Origin : according to the doc, it is the same as the pivot.
- Geometry bounding box center : you guys are mentioning this in your post, is it different from the centroid and the pivot? Or are you just speaking about the centroid/center?
- Origin of the object's local space: Tamte, you mentioned this in his post, what would be the definition of this term? Would it be the same as the “pivot without its offset”?
As for XSI’s “center mode”, I have not found the Houdini equivalent. In XSI you can move the center while the points stay in place, but in Houdini, if you move the points, the center follows, and if you move the center, the points follow. Check the attached picture I did.
Yes, move center to pivot create a transform node at SOP level but this node does not give any information, every scale rotate translate is at 1 0 0, there is no visible offset.
If I rephrase what Tamte said : “Move Center To Pivot leads the Geometry bounding box center to align with the origin of the object's local space”.
If the “Geometry bounding box center” is the centroid/center. And if the “origin of the object's local space” is the pivot without its offset, then it is the same explanation as in my video.
Correct me if I'm wrong
Technical Discussion » Animate a tube following a curve
- Grendizer
- 375 posts
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Thanks Brian. I have some more questions if you don't mind.
1: How can I cap the ends of the tube? Since the points are not the same at both ends , as they are built during the tube's travel along the curve, how can I specify edges to cap holes?
Thanks
David
1: How can I cap the ends of the tube? Since the points are not the same at both ends , as they are built during the tube's travel along the curve, how can I specify edges to cap holes?
Thanks
David
Houdini Indie and Apprentice » Render to MPLAY+FILE
- Grendizer
- 375 posts
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Technical Discussion » Asset questions
- Grendizer
- 375 posts
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Hello Tamte
Thanks for your good advices. I read and watched many things including the full asset chapter in the Houdini docs. Now I understand much better how assets work. Here are some conclusions and 2 more questions:
- Versions : it works well with the “Create new digital asset from node” Dialog > Operator name. Now I use to enter this kind of syntax:
Myname::asset_node_name::version, such as : Myname:omeObject::01.00
According to the doc, the version field in the dialog “Edit Operator Type Properties” is depreciated. It can still be used for some additional versioning but to avoid confusing, I now avoid it completely and leave it blank.
- I know have a better understanding of how to use different asset versions in a production. If a new version will not disrupt existing scenes, I increment by +.1 or +.01. If it's a totally new version, that will not be compatible with existing scenes, I increment by +1.
- I put only one object in an HDA asset library file , but I put different versions of the same object in the same HDA.
- Animations on promoted attribute stay in the scene. But I have a new question:
Suppose I have a character in an asset, In scene A , I animate a walk, in scene B, I animate a jump, etc.
As the rig objects are promoted, all these animations are supposed to stay at the scene level.
But I wish to create kind of an animation library inside my asset. Then, I will give this asset to animators, who will just use the different animations I created (and perhaps mix them with their own animations).
Is it possible to have the asset carry with it different animations ?
(This was easy to do with XSI's models)
- Last question : how can I “unasset” a node and turn it back into a regular subnetwork?
Thanks!!
Thanks for your good advices. I read and watched many things including the full asset chapter in the Houdini docs. Now I understand much better how assets work. Here are some conclusions and 2 more questions:
- Versions : it works well with the “Create new digital asset from node” Dialog > Operator name. Now I use to enter this kind of syntax:
Myname::asset_node_name::version, such as : Myname:omeObject::01.00
According to the doc, the version field in the dialog “Edit Operator Type Properties” is depreciated. It can still be used for some additional versioning but to avoid confusing, I now avoid it completely and leave it blank.
- I know have a better understanding of how to use different asset versions in a production. If a new version will not disrupt existing scenes, I increment by +.1 or +.01. If it's a totally new version, that will not be compatible with existing scenes, I increment by +1.
- I put only one object in an HDA asset library file , but I put different versions of the same object in the same HDA.
- Animations on promoted attribute stay in the scene. But I have a new question:
Suppose I have a character in an asset, In scene A , I animate a walk, in scene B, I animate a jump, etc.
As the rig objects are promoted, all these animations are supposed to stay at the scene level.
But I wish to create kind of an animation library inside my asset. Then, I will give this asset to animators, who will just use the different animations I created (and perhaps mix them with their own animations).
Is it possible to have the asset carry with it different animations ?
(This was easy to do with XSI's models)
- Last question : how can I “unasset” a node and turn it back into a regular subnetwork?
Thanks!!
Technical Discussion » Animate a tube following a curve
- Grendizer
- 375 posts
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Wow amazing! Thanks a lot for your example file and your time
In the carve node, if I delete channels and animate only “second V”, I get exactly what I wanted.
Some questions if you don't mind :
Whats the use of the Polyframe node, and the normal_and_up_vector VOP?
Good day
Gz
In the carve node, if I delete channels and animate only “second V”, I get exactly what I wanted.
Some questions if you don't mind :
Whats the use of the Polyframe node, and the normal_and_up_vector VOP?
Good day
Gz
Technical Discussion » Animate a tube following a curve
- Grendizer
- 375 posts
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Hello
How can I animate a tube growing and following a curve? I have tried Polyextrude but it does not behave the way I want.
Thanks
Gz
How can I animate a tube growing and following a curve? I have tried Polyextrude but it does not behave the way I want.
Thanks
Gz
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