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Found 91 posts.

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Houdini Indie and Apprentice » Adding More Faces to a Face

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johm
138 posts
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 2017年7月6日 09:41:02
Technically, there's no way to do what you've described. But you can use that polygon to create other polygons. The Subdivde sop, for example, will dice your polygon up with recursion, or try the PolySplit sop to cut your polygon where ever you place new edges.
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Technical Discussion » Stopping objects from being selectable in a HDA

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johm
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 2017年7月6日 09:24:53
hmm… I just tried this and couldn't reproduce the problem. Take a look at the attached hip file. Does this simple setup act as you've described?
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Technical Discussion » Fem muscles for houdini Auto rig

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johm
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 2017年5月12日 00:24:38
Hi Visnhu,
Muscle tutorials will be coming soon. We appreciate your patience. In the interim, all I can offer you is the documentation available for the muscle shelf tools located here:
http://www.sidefx.com/docs/houdini/shelf/muscles [sidefx.com]

Start with either the Muscle or Stroke Muscle tools to create muscles, and the Attach to Bones tool to hook them up to your character rig.
If you are adding muscles to a character rig generated by the autorig tools, you will need to allow editing of contents on the character rig first. The autorig produces a locked digital asset.
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Technical Discussion » Capture Layer Paint bleeding into other polys

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johm
138 posts
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 2017年5月10日 00:21:41
When painting weights if you find that brush strokes are affecting undesired areas of your surface, you may get better results by turning off “Orient Brush To Surface”.
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Technical Discussion » Deforming mesh for FEM.

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johm
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 2017年5月10日 00:13:46
hi artye
as Tomas pointed out, you don't want to tetrahedralize a deforming mesh, rather, you want to deform a tetrahedralized mesh. This is the only way to guarantee temporal consistency with the tet generating utilities.

Deforming a tet mesh via the PointDeform sop is perfectly valid, as is any other type of deformer, as long as the shape change isn't so extreme that it causes tets to invert or deviate so far from the original shape & volume that it becomes nearly impossible for the solver to give you back something reasonable.

*By “any other deformer”, I literally mean any sop that is capable of pushing points around in houdini. Twist, SoftTransform, Bone Capture/Deform, whatever.
By the way, in your original setup, if all you really wanted to achieve was the twist, you could conceivably simplify your network to be Torus > SolidEmbed > Twist.
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Technical Discussion » Inflate along normal?

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johm
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 2017年5月1日 01:47:40
while it's not entirely obvious from its name, the Muscle Deform Sop will deform a mesh as you've described.
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Technical Discussion » Mute animation channels

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johm
138 posts
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 2016年5月8日 23:51:33
not sure I understand what you mean be “it does not hold the frame”.
if you advance the frameslider to a specific frame and disable channels in the dopesheet, the current values of those channels should be held.
Is this not what you are experiencing?
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Technical Discussion » Swimming noise even with rest

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johm
138 posts
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 2016年2月22日 00:59:15
hi rob
not sure exactly what you're after, however, it appears that the Sort sop should be placed *after* the rest position has been assigned. The noise pattern seems much more stable after that.
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Technical Discussion » Graph Editor: separate handles

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johm
138 posts
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 2016年2月20日 01:09:19
Depending on what part of a “keyframe handle” you select, the untie function will react accordingly.

Untie will break the continuity in value, slope, or acceleration depending whether you selected the value, the tangent lines, or the tangent endpoints when you activated the untying.
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Technical Discussion » A better Illustrator file importer

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johm
138 posts
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 2016年2月12日 10:27:19
to eliminate all but the beziers:
use a Delete Sop,
Geometry Type > Bezier Curves
Operation > Delete Non Selected
Pattern > * or blank or selection
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Houdini Indie and Apprentice » Switch subnet hierarchy selectable flags

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johm
138 posts
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 2016年2月11日 09:11:35
ideally you would create a digital asset to manage things more precisely, but if you don't need to do that, you can do it with simple channel references.

go to your subnet object's Subnet tab, find the toggle labeled “Viewport Selecting Enabled”. RMB on the toggle and Copy Parameter.
Dive into your subnet.
Select all the objects you want to affect.
Under the Misc tab, find the same toggle, RMB>“Paste Copied Relative References to Selected”.

All the affected objects will now be controlled by the Subnet's Selectable flag.
Toggles can contain expressions just like any other parameter.
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Houdini Learning Materials » fur color problem

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johm
138 posts
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 2016年2月2日 12:30:16
If you apply Hair material to your fur, the material has options for including texture maps to supply the color. Is that what you're looking for?
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SI Users » curve rigging

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johm
138 posts
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 2016年2月1日 15:21:30
cgcris
What is the houdini approach?

In simple cases you would animate Null objects at the obj level.
The Nulls can be placed in a hierarchy in whatever way makes sense to you. (like tangent handles parented to CV's).

Then you can create your curve by adding another object that does an Object_Merge on these Nulls -in order- and draws a curve through them.

Null objects conveniently contain a point you can use as your merge target.
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SI Users » Pick Edge Session

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johm
138 posts
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 2016年2月1日 15:05:54
here's a basic python snippet that should get you started…

import toolutils
scene_viewer = toolutils.sceneViewer()

scene_viewer.setPickGeometryType(hou.geometryType.Edges)
sel = scene_viewer.selectGeometry( prompt = “pick something” , use_existing_selection=False )
# sel.whatever; ie, sel contains whatever you selected
print sel.selectionStrings()
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Technical Discussion » Vornoi fracture gaps

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johm
138 posts
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 2015年11月30日 12:57:15
do you have a non-zero value in the Cut Plane Offset parameter?
You shouldn't get gaps unless you create them with this parameter.
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Technical Discussion » Polysplit newbie questions

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johm
138 posts
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 2015年11月9日 12:23:07
mcnistor, thanks for poking this thread again as I missed it the first time around.

grendizer
In the beginning of this thread I was asking this question : “If I add an edge by mistake, how can I remove it, but still stay in the polysplit mode in order to add more edges?”
G

Delete key is the answer to this question.

and mcnistor, I don't follow what you're saying regarding the MMB action.
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Technical Discussion » Lights not showing in Viewport

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johm
138 posts
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 2015年11月9日 12:16:24
-maybe if you could try posting a hipfile.
from that image, I also notice that your area light has Spot Light Enabled. Is it possible your light is aiming in the opposite direction?
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Technical Discussion » Lights not showing in Viewport

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johm
138 posts
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 2015年11月8日 00:47:29
try increasing the exposure value on the light.
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Technical Discussion » Extracting IK bone rotation information?

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johm
138 posts
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 2015年11月6日 17:56:08
McNistor
Here's another one I don't get.

… Yet they don't return to the same position they were at frame 1 when they reach frame 24 where the FK is 100%. Why?

bones, like all objects in houdini, carry around a pre-transform. When your bone rotation values are zero you are getting the pre-transform position. This isn't necessarily the same position your IK end effector was when you keyed frame 1.
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Technical Discussion » Extracting IK bone rotation information?

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johm
138 posts
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 2015年11月5日 15:44:54
for simple cases where you just want the angle between a pair of bones, you could use the hscript expression command:
boneangle
the bones that get compared don't necessarily have to be linked.
-j
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