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Technical Discussion » Ortho Grid seems to be offset
- vusta
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Technical Discussion » Ortho Grid seems to be offset
- vusta
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why don't ppl just upload the file and save all the ‘second guessing’ ? my point is, how do we know just below grid2 node you haven't got a transform to move it ?
(yes YOU know what's in your network…but no one else does)
(yes YOU know what's in your network…but no one else does)
Houdini Learning Materials » delete based on color
- vusta
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did you set it to expression ? (not Pattern, not Range but Expression)
here:
here:
Edited by vusta - 2018年1月6日 04:48:06
Houdini Indie and Apprentice » Apprentice version can not output model? can not download Game Development toolset?
- vusta
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think you can just manually type in the extension you want (.obj) it ‘knows’ to oblige to your request…
Houdini Indie and Apprentice » Apprentice version can not output model? can not download Game Development toolset?
- vusta
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Technical Discussion » Viewport Selector Segmentation Fault
- vusta
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ah got it, I've got a measly 3 orange dots, you've got FIVE, therefore i'm not worthy of taking part in your intelligent threads, apologies for this post. Will never interrupt you again.
Edited by vusta - 2018年1月3日 04:38:03
Houdini Indie and Apprentice » Poly Bridge winding
- vusta
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FWIW, I started with Bridge too…found it too finicky…in the end, threw out initial approach and went in entirely different direction….FAR more stable, check here: (no bridge from ver 1.04 on)
http://forums.odforce.net/topic/32190-mobius-modeling-how-we-can-do-the-twisting-in-houdini/?tab=comments#comment-177522 [forums.odforce.net]
(yes I know it can't be applied in all situations, but my point is if you can help it, avoid bridge…)
http://forums.odforce.net/topic/32190-mobius-modeling-how-we-can-do-the-twisting-in-houdini/?tab=comments#comment-177522 [forums.odforce.net]
(yes I know it can't be applied in all situations, but my point is if you can help it, avoid bridge…)
Edited by vusta - 2018年1月2日 17:01:41
Technical Discussion » Viewport Selector Segmentation Fault
- vusta
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robsdesign
Also, I have no idea what tea leaves and sheep entrails have to do with this topic.
exactly…neither does which op system, version, nightly build, graphics card….etc…etc
Houdini Indie and Apprentice » Make Breakable - Not Working
- vusta
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Houdini Indie and Apprentice » need help on a Golden rectangle
- vusta
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I would use clip (Keep All Primitives) to make your cuts instead…then it ‘just works’…
Technical Discussion » Viewport Selector Segmentation Fault
- vusta
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it makes sense to me…
An edge is not referred to as edge1, edge2, edge3….etc…rather an edge is denoted by a start point and an end point. So edge p2-6 means it is made up of point2 and point6.
so if you've made your edge selection, now you go back up and make changes to your geo, edge p2-6 may no longer exist because those 2 points may now be waaaaaay off on the opposite sides of your geo. (If you make ‘addition’ to your geo, say a simple extrude, then edge p2-6 would still be there AND in the same place…it would still work without first clearing the selection. If edge p2-6 still exists but is in a different place, I think that would be a worse problem than crashing coz now you ‘think’ it's worked fine…but really it hasn't)
In general computing terms, segmentation fault refers to you're trying to access something non-existent…ie. edge p2-6 no longer exists because of the changes you made
Nothing to do with graphics card, op system, version, tea leaves, sheep entrails…etc…etc..
An edge is not referred to as edge1, edge2, edge3….etc…rather an edge is denoted by a start point and an end point. So edge p2-6 means it is made up of point2 and point6.
so if you've made your edge selection, now you go back up and make changes to your geo, edge p2-6 may no longer exist because those 2 points may now be waaaaaay off on the opposite sides of your geo. (If you make ‘addition’ to your geo, say a simple extrude, then edge p2-6 would still be there AND in the same place…it would still work without first clearing the selection. If edge p2-6 still exists but is in a different place, I think that would be a worse problem than crashing coz now you ‘think’ it's worked fine…but really it hasn't)
In general computing terms, segmentation fault refers to you're trying to access something non-existent…ie. edge p2-6 no longer exists because of the changes you made
Nothing to do with graphics card, op system, version, tea leaves, sheep entrails…etc…etc..
Edited by vusta - 2018年1月2日 05:31:59
Technical Discussion » Connect adjacent Pieces error
- vusta
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01) well your constraint should be s@constraint_name, not s@constrain_name
02) I also modded your assemble
03) you then blasted away your constraints…what's the point ? I've disabled the blast.
02) I also modded your assemble
03) you then blasted away your constraints…what's the point ? I've disabled the blast.
Houdini Indie and Apprentice » middle mouse value ladder
- vusta
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mattleaf
stops dead
hmm…could it be some weird system/mouse/tablet/multi monitor setup…
So in Houdini, you are using say, the default Build desktop right ?…or some other exotic Desktop ?
Houdini Indie and Apprentice » middle mouse value ladder
- vusta
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but does your cursor stop dead on the right or does it keep moving right right right but just the value not increasing ?
Technical Discussion » Connect adjacent Pieces error
- vusta
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Technical Discussion » grouping by string attr (prims)
- vusta
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for Partition, i do:
rule: group_`@NAME`
(if you need some ‘tip’, simply use one of the rule presets, say…Group by Color, then you'll see its syntax….then you'd be able to figure out the syntax)
rule: group_`@NAME`
(if you need some ‘tip’, simply use one of the rule presets, say…Group by Color, then you'll see its syntax….then you'd be able to figure out the syntax)
Technical Discussion » Combining multiple Beizier/NURBS Curves
- vusta
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Technical Discussion » Pivot rotation in VEX (instead of using $CEX/Y/Z in a Transform node)
- vusta
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here's my clunky way..no not VEX, but maybe you can adapt…please note in the random rotate, I've changed the Transform order to Scale Trans Rot…ie. Transform to Origin first, Rotate, then move back out to orig location…this would be the same logic in VEX, ie. transform to Origin first, do your business, move back out…
Technical Discussion » How to visualize VEX variables?
- vusta
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Technical Discussion » Lay objects in a row without overlapping
- vusta
- 555 posts
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stack ?
http://forums.odforce.net/topic/30324-vexpression-presets/?page=2 [forums.odforce.net]
search for stack on page 2
http://forums.odforce.net/topic/30324-vexpression-presets/?page=2 [forums.odforce.net]
search for stack on page 2
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