Hello
With an IK chain node you can have bending knee
if you move the root before the IK chain node it will let the foot in place
also if you re-parent the twist knee goal to the goal angle joint you can have the whole leg to orient with angle
What do you think ?
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Technical Discussion » KineFX: How to bend Knee Joint from Root Joint?
- Benjamin Lemoine
- 143 posts
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Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Benjamin Lemoine
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Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Benjamin Lemoine
- 143 posts
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Yes the sphere hit the ground and everything was working.. Did you decrease the collision padding ?, just try with zero padding; for this kind of sim it's ok! The default correspond more to big building piece than to very small chunk. If it got impossible stuff to resolve it will make your ram crazy , you've got to give the solver a bit of help too
If i recall correctly you didn't relax at all the point in your scatter , try a relax of 1 even decreasing the radius scale it will avoid super super small piece ....
If i recall correctly you didn't relax at all the point in your scatter , try a relax of 1 even decreasing the radius scale it will avoid super super small piece ....
Edited by Benjamin Lemoine - 2021年3月1日 06:04:32
PDG/TOPs » FFmpeg problem, doesn't find the cooked item.
- Benjamin Lemoine
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Hello
i've encountered this kind of problem with ffmpeg in pdg
it's not because ffmpeg is on a different drive
it's because the pdg temp file are on a different drive
if you set in your scheduler the temp directory to be the working directory it fixed the problem in my case...
maybe it's the same issue
also i put the file text in the pdg temp :
i've encountered this kind of problem with ffmpeg in pdg
it's not because ffmpeg is on a different drive
it's because the pdg temp file are on a different drive
if you set in your scheduler the temp directory to be the working directory it fixed the problem in my case...
maybe it's the same issue
also i put the file text in the pdg temp :
Edited by Benjamin Lemoine - 2021年2月28日 12:49:27
Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Benjamin Lemoine
- 143 posts
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Hello
As mawi said decrease collision padding and also your node tree wasn't connected correctly
after those change it run smoothly :
As mawi said decrease collision padding and also your node tree wasn't connected correctly
after those change it run smoothly :
Edited by Benjamin Lemoine - 2021年2月28日 12:38:36
Houdini Lounge » inheriting orentation of object merge
- Benjamin Lemoine
- 143 posts
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Hello I don't know very well the houdini engine but i know there's some tutorial
Is it intended to work with some user input cube ??
I think it all depend for wich program you are doing it ...
i saw something like this working in unreal ...
If you are sure it's a box being plugged
you could try some vex solution like maketransform from one of the bottom point and his neighbours
but i think it would be tricky to have something working for every case
Better try to find some tut in my opinion
Is it intended to work with some user input cube ??
I think it all depend for wich program you are doing it ...
i saw something like this working in unreal ...
If you are sure it's a box being plugged
you could try some vex solution like maketransform from one of the bottom point and his neighbours
but i think it would be tricky to have something working for every case
Better try to find some tut in my opinion
3rd Party » RedShift not working with KineFX
- Benjamin Lemoine
- 143 posts
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I don't know Octane but as a freelance Redshift is very enjoyable considering that my machine is not so powerful
Wouldn't change for now...
Wouldn't change for now...
Houdini Lounge » inheriting orentation of object merge
- Benjamin Lemoine
- 143 posts
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if you transform your cube with a transform node you can output an xform attribute then do an attribute copy and use transform by attribute to apply the same transformation to your stair :
Houdini Indie and Apprentice » Can't export in QuickTime
- Benjamin Lemoine
- 143 posts
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Hello ? are you exporting from a flipbook ?
Most of the time when i export a flipbook in mp4 i take care to have even value in pixels
like if you got something like 947x845 pixels just change it to 948x846 ...
Most of the time when i export a flipbook in mp4 i take care to have even value in pixels
like if you got something like 947x845 pixels just change it to 948x846 ...
Houdini Indie and Apprentice » Add prim to group synchronize with frame
- Benjamin Lemoine
- 143 posts
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Hello
Most of the time for operation that are time dependent you would use a solver
but in this case you could do a loop
for(int i=0;i<t+1;i++){
setprimgroup(0,"myPrim",i,1, "set");
}
as it is just increasing
or maybe use the group by range node and animate the start end value...
As usual many way of doing it...
Most of the time for operation that are time dependent you would use a solver
but in this case you could do a loop
for(int i=0;i<t+1;i++){
setprimgroup(0,"myPrim",i,1, "set");
}
as it is just increasing
or maybe use the group by range node and animate the start end value...
As usual many way of doing it...
3rd Party » RedShift not working with KineFX
- Benjamin Lemoine
- 143 posts
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i'm using redshift 3.0.36 customer build (not the demo)in Houdini 18.5.462
but i'm loading it trough package and not with the .env
and i've got the Kinefx menu and Labs Tool ...
so maybe try using the Redshift_Plugin.json in package...
just a .json file with :
{
"env" : [
{"HOUDINI_PATH" : "C:/ProgramData/Redshift/Plugins/Houdini/18.5.462;&"},
{"PATH" : "C:/ProgramData/Redshift/bin;$PATH"},
{"PXR_PLUGINPATH_NAME" : "C:/ProgramData/Redshift/Plugins/Solaris/18.5.462;&"}
]
}
at least for my system...but i'm sure you could find it somewhere...
but i'm loading it trough package and not with the .env
and i've got the Kinefx menu and Labs Tool ...
so maybe try using the Redshift_Plugin.json in package...
just a .json file with :
{
"env" : [
{"HOUDINI_PATH" : "C:/ProgramData/Redshift/Plugins/Houdini/18.5.462;&"},
{"PATH" : "C:/ProgramData/Redshift/bin;$PATH"},
{"PXR_PLUGINPATH_NAME" : "C:/ProgramData/Redshift/Plugins/Solaris/18.5.462;&"}
]
}
at least for my system...but i'm sure you could find it somewhere...
Technical Discussion » Creating lowres cut out of texture / or 2d concave hull
- Benjamin Lemoine
- 143 posts
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after making some test , in fact resample first , polyexpand then unrefine give something really close to your shape
Edited by Benjamin Lemoine - 2020年11月22日 07:11:57
Technical Discussion » Creating lowres cut out of texture / or 2d concave hull
- Benjamin Lemoine
- 143 posts
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Hello ,
I think you could use a refine node , set it to unrefine , from u 0 to 1 , play with the threshold
then maybe a polyexpand 2D…
I think you could use a refine node , set it to unrefine , from u 0 to 1 , play with the threshold
then maybe a polyexpand 2D…
Technical Discussion » Group Range weird behavior (no not the $N issue ;))
- Benjamin Lemoine
- 143 posts
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Ha ! Yes it's right, the group ordering may differ from the point ordering ! Thanks for reminding that Herve !
Thanks for the technique about comparing point to vertice order too !
Thanks for the technique about comparing point to vertice order too !
Technical Discussion » Group Range weird behavior (no not the $N issue ;))
- Benjamin Lemoine
- 143 posts
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Technical Discussion » Vellum soft bodies interaction with animated static collider
- Benjamin Lemoine
- 143 posts
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Hello
I opened your scene and what i think is :as you set the emission type to continuous on the Vellum source
you have one emission not every frame but every substep ! so you get 3 time each geo in the same place
that's why it get messy !
setting the substep to 1 on the Vellum Solver looks allready better :
My advice ; find a way to emit only once for each frame !
I hope it helped
Benjamin
I opened your scene and what i think is :as you set the emission type to continuous on the Vellum source
you have one emission not every frame but every substep ! so you get 3 time each geo in the same place
that's why it get messy !
setting the substep to 1 on the Vellum Solver looks allready better :
My advice ; find a way to emit only once for each frame !
I hope it helped
Benjamin
Edited by Benjamin Lemoine - 2020年8月16日 13:04:36
Technical Discussion » Gltf import from Nomad Sculpt
- Benjamin Lemoine
- 143 posts
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Hello
Thank you very much for your nice reply and the code !
it was a guess from the developer that the colors came up as 24 bits packed int
but with your reply it make more sense that it would have been packed into a single int
but how it is imported it is a 3int vector …most of the time the 3 value are the same but not always..
i tried your code on Cd first comlumn it gave something but not the good colors !
i will join also the glb sample file i've used to compare or if you want to check
I will also submit an RFE because the Houdini importer should be able to read
the colors as other application does ; like windows viewer or https://gltf-viewer.donmccurdy.com/ [gltf-viewer.donmccurdy.com]
Thanks again for your code !
Benjamin
Thank you very much for your nice reply and the code !
it was a guess from the developer that the colors came up as 24 bits packed int
but with your reply it make more sense that it would have been packed into a single int
but how it is imported it is a 3int vector …most of the time the 3 value are the same but not always..
i tried your code on Cd first comlumn it gave something but not the good colors !
i will join also the glb sample file i've used to compare or if you want to check
I will also submit an RFE because the Houdini importer should be able to read
the colors as other application does ; like windows viewer or https://gltf-viewer.donmccurdy.com/ [gltf-viewer.donmccurdy.com]
Thanks again for your code !
Benjamin
Edited by Benjamin Lemoine - 2020年8月10日 07:15:07
Technical Discussion » Gltf import from Nomad Sculpt
- Benjamin Lemoine
- 143 posts
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Hello ,
I'm testing this new app Called Nomad Sculpt from Stephane Ginier , the guy behind sculptGL
And it can export in Gltf (.glb) format
what is quite nice is that in the app you can paint color of course but also roughness and metallic
stored on the geometry
their is also an option to export those data in the gltf
and in houdini they are their as some integer from 0 to 255 , so just dividing those by 255 give some
value i can then use in Redshift or in Mantra
But what is weird is that the color import well in .obj
but come up in a weird form in .glb (stored as 3int and Value goes up to 16777215)
After some email with the develloper he suggested me to divide by 16777215
but this is what it gave (on the right the colos from .obj model)
the develloper suggested that maybe those are packed …
and wrote :
packed = 11387939
red = packed & 0x0000FF
green = (packed & 0x00FF00) / (1<<8)
blue = (packed & 0xFF0000) / (1<<16)
but i'm not sure i could do this in vex…
I wonder if someone can orient me ? and also if it's some gltf limitations…
And by the way the colors display well in Windows 3D viewer as in https://gltf-viewer.donmccurdy.com/ [gltf-viewer.donmccurdy.com]
Thanks
Benjamin
I'm testing this new app Called Nomad Sculpt from Stephane Ginier , the guy behind sculptGL
And it can export in Gltf (.glb) format
what is quite nice is that in the app you can paint color of course but also roughness and metallic
stored on the geometry
their is also an option to export those data in the gltf
and in houdini they are their as some integer from 0 to 255 , so just dividing those by 255 give some
value i can then use in Redshift or in Mantra
But what is weird is that the color import well in .obj
but come up in a weird form in .glb (stored as 3int and Value goes up to 16777215)
After some email with the develloper he suggested me to divide by 16777215
but this is what it gave (on the right the colos from .obj model)
the develloper suggested that maybe those are packed …
and wrote :
packed = 11387939
red = packed & 0x0000FF
green = (packed & 0x00FF00) / (1<<8)
blue = (packed & 0xFF0000) / (1<<16)
but i'm not sure i could do this in vex…
I wonder if someone can orient me ? and also if it's some gltf limitations…
And by the way the colors display well in Windows 3D viewer as in https://gltf-viewer.donmccurdy.com/ [gltf-viewer.donmccurdy.com]
Thanks
Benjamin
Edited by Benjamin Lemoine - 2020年8月9日 11:25:56
Houdini Indie and Apprentice » How to do this in Houdini (2d lattice deform)
- Benjamin Lemoine
- 143 posts
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Hello ,
I think you could use point deform this way
plug your boxes into the first slot , the rest grid into second and projected one (like with a ray sop) on the third
then change the minimum point number to be 4 and the max to 10 for example and change the radius of influence….
Haha sorry , same answer twice , ive been too slow !
I think you could use point deform this way
plug your boxes into the first slot , the rest grid into second and projected one (like with a ray sop) on the third
then change the minimum point number to be 4 and the max to 10 for example and change the radius of influence….
Haha sorry , same answer twice , ive been too slow !
Edited by Benjamin Lemoine - 2020年7月19日 12:48:40
HOULY Daily Challenge » Day 11 | Motion: Squash & Stretch
- Benjamin Lemoine
- 143 posts
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