Hi there,
I've used the topo node before and it's super handy but now for some reason I cant seem to get it work
Can anyone see what I might be doing wrong here?
It keeps switching from add points to move.
Thanks,
Pete
Found 516 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Trouble with the Topo node
- peteski
- 517 posts
- Offline
Technical Discussion » Can constrain to path be interactive in viewport
- peteski
- 517 posts
- Offline
Hi all,
Just messing around with some rigging ideas and I was thinking it would handy to be able to transform constrained objects in the viewport. So if you had a path constrained object you could move it but it would remain on the path and really be controlling the percent along that path, is that possible? I may have just missed something…
Thanks,
Pete
Just messing around with some rigging ideas and I was thinking it would handy to be able to transform constrained objects in the viewport. So if you had a path constrained object you could move it but it would remain on the path and really be controlling the percent along that path, is that possible? I may have just missed something…
Thanks,
Pete
Houdini Indie and Apprentice » Why is this poly flipped?
- peteski
- 517 posts
- Offline
It's really interesting that the same ting happens in XSI. Good to know you can use the reverse sop to shift it like that, I was thinking of point numbers, that's why I was using sort but I guess it needs to be rebuilt to adjust the underlying vertex numbers and maybe the reverse sop (or rebuilding with Add) does that?
Well that's awesome thanks for all the help!
Well that's awesome thanks for all the help!
Houdini Indie and Apprentice » Why is this poly flipped?
- peteski
- 517 posts
- Offline
Hey thanks for checking that out. I get that procedural is not always the best approach, but am building games assets and sometimes it can be a huge time saver. This is just one of those things that pops up here and there and I’d love to know how to remedy it.
If it’s winding the wrong way, is there a way to reverse that? Sort seemed to have no effect.
Also could it be bug? It seems like a pretty unpredictable result.
If it’s winding the wrong way, is there a way to reverse that? Sort seemed to have no effect.
Also could it be bug? It seems like a pretty unpredictable result.
Houdini Indie and Apprentice » Why is this poly flipped?
- peteski
- 517 posts
- Offline
Hi there,
I get this every now and then with procedural modelling in Houdini and I thought this time I'd ask if anyone knows why it happens, and maybe a solution to it.
Does anyone know why one of these polys seems to be flipped?
They all have the exact same nodes added to them but one is out of whack… I've tried reversing the sort order on the points but it has no effect.
Any ideas?
Thanks!
Pete
I get this every now and then with procedural modelling in Houdini and I thought this time I'd ask if anyone knows why it happens, and maybe a solution to it.
Does anyone know why one of these polys seems to be flipped?
They all have the exact same nodes added to them but one is out of whack… I've tried reversing the sort order on the points but it has no effect.
Any ideas?
Thanks!
Pete
Edited by peteski - 2018年4月27日 03:39:05
Houdini Indie and Apprentice » Tweaking bones after the capture
- peteski
- 517 posts
- Offline
Houdini Indie and Apprentice » Tweaking bones after the capture
- peteski
- 517 posts
- Offline
Awesome, thanks for checking that out, and the tips!
One thing, is there a way to align capture pose for a bunch of bones at once?
One thing, is there a way to align capture pose for a bunch of bones at once?
Houdini Indie and Apprentice » Tweaking bones after the capture
- peteski
- 517 posts
- Offline
Hmm, if you have a second, can you check this out. I was trying that tool and it broke my scene a bit. I can't seem to get this to work anymore. I just keep getting this error.
Any idea what that might mean?
Thanks,
Pete
Any idea what that might mean?
Thanks,
Pete
Edited by peteski - 2018年4月26日 03:19:08
Houdini Indie and Apprentice » Tweaking bones after the capture
- peteski
- 517 posts
- Offline
Hi there,
Is there a way to tweak bone positions after the capture? I've moved the positions of these bones and re-stashed the geo but the deform just goes back to were it was
Is there a way to somehow reset that deform node?
Thanks,
Pete
Is there a way to tweak bone positions after the capture? I've moved the positions of these bones and re-stashed the geo but the deform just goes back to were it was
Is there a way to somehow reset that deform node?
Thanks,
Pete
Edited by peteski - 2018年4月25日 21:16:52
Houdini Indie and Apprentice » Capture weights editing problem
- peteski
- 517 posts
- Offline
Hey thanks man! You have definitely got a better handle on it than me. I'm going to get into it a bit this week so I'll let you know how I go.
Houdini Indie and Apprentice » Capture weights editing problem
- peteski
- 517 posts
- Offline
Thanks goldfarb,
Great to know you are doing a vid! I learnt a few things from that little one and I've been doing it for a little while now
I'll definitely keep an eye out!
I think it would be really useful to have the full set of tools though, like select loop,ring, grow, and those tools that are normally available while selecting things. It just feels, with that section you were editing you could just select one point, hit grow a bunch of times and you'd have the whole thing! Also when I'm doing legs, arms or any tube type geo, loops would be a real time saver.
Great to know you are doing a vid! I learnt a few things from that little one and I've been doing it for a little while now
I'll definitely keep an eye out!
I think it would be really useful to have the full set of tools though, like select loop,ring, grow, and those tools that are normally available while selecting things. It just feels, with that section you were editing you could just select one point, hit grow a bunch of times and you'd have the whole thing! Also when I'm doing legs, arms or any tube type geo, loops would be a real time saver.
Houdini Indie and Apprentice » Capture weights editing problem
- peteski
- 517 posts
- Offline
Hi all! A bit stuck with this, just trying to speed up skinning a bit. The biharmonic comes up with great results off the bat but but I’m struggling with parts of the mesh that I’d like to 100% skin to a bone.
Say you have a piece of armor that is modeled into the mesh, is there a way to select that whole piece easily and adjust its weights?
It’s just that I’m running into this a bit and adjusting weights is getting a bit time consuming.
Say you have a piece of armor that is modeled into the mesh, is there a way to select that whole piece easily and adjust its weights?
It’s just that I’m running into this a bit and adjusting weights is getting a bit time consuming.
Houdini Indie and Apprentice » Sync Key selection between Dopesheet and Graph View
- peteski
- 517 posts
- Offline
Hi there,
Just wondering if there's a way to sync key selection between the dopesheet and the curve editor?
Thanks,
Pete
Just wondering if there's a way to sync key selection between the dopesheet and the curve editor?
Thanks,
Pete
Houdini Indie and Apprentice » Blending between 3 (or more sources)
- peteski
- 517 posts
- Offline
Thanks Goldfarb, I think this might be one of those things that I’m over-automating though
Also some people might want to blend things differently.
I’m just gonna leave sliders.
Also some people might want to blend things differently.
I’m just gonna leave sliders.
Houdini Lounge » iMacPro, Metal2 and beyond --> -->
- peteski
- 517 posts
- Offline
Houdini Indie and Apprentice » Blending between 3 (or more sources)
- peteski
- 517 posts
- Offline
Thanks! Yeah it gets out of hand quick! I’m just going to make it so the animator will have to look after that part
Just thought I’d check that I hadn’t overlooked something simple.
Just thought I’d check that I hadn’t overlooked something simple.
Edited by peteski - 2018年4月1日 23:09:37
Houdini Indie and Apprentice » Blending between 3 (or more sources)
- peteski
- 517 posts
- Offline
Hiya,
I was struggling to think of a nice way to do this so I thought I'd ask here. Maybe I'm missing something easy
I often blend two inputs on a blend node and thats fine, just drag one channel to the other and subtract it from one to get something like this -
But is there a good way to blend between three or more channels? So if you blend any of the three up to one, the others go back to zero?
Thanks,
Pete
I was struggling to think of a nice way to do this so I thought I'd ask here. Maybe I'm missing something easy
I often blend two inputs on a blend node and thats fine, just drag one channel to the other and subtract it from one to get something like this -
But is there a good way to blend between three or more channels? So if you blend any of the three up to one, the others go back to zero?
Thanks,
Pete
Houdini Indie and Apprentice » Referencing a channel string
- peteski
- 517 posts
- Offline
Houdini Indie and Apprentice » Referencing a channel string
- peteski
- 517 posts
- Offline
Hi all,
Can someone help me get this working?
I'm just trying to use the path of the referenced channel in the bone length but I cant get the format working.
Thanks,
Pete
Can someone help me get this working?
I'm just trying to use the path of the referenced channel in the bone length but I cant get the format working.
Thanks,
Pete
Edited by peteski - 2018年3月28日 07:27:29
Technical Discussion » An expression function to find the global scale of an object??
- peteski
- 517 posts
- Offline
Hey thanks huey_yeng! I was looking for an expression function though so I could put it into a channel.
Is that a case where I'd maybe switch this to python? (I've never actually done that).
Is that a case where I'd maybe switch this to python? (I've never actually done that).
Edited by peteski - 2018年3月27日 08:17:37
-
- Quick Links