Umang Raj
Umang_Raj
About Me
専門知識
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Khagaria,
India
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Houdini Engine
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Recent Forum Posts
locking or unpromoting parameters 2025年11月18日11:12
First, easiest, reccomended way to achive this is by using the apex configure controls node, you can set transform limits on control on that node, by creating a configuration from the multiparm, select the controls you want to affect, turn on use limits, and then specify the parameter names which you want to set limits on (for example 'r') and you can set the a hard limit using min and max lock, for example, if you don't want y rotation, keep min and max lock for that on 0 and 0, others to , i don't remember, i think it goes from -360 to 360, so set it on that.
Second way to do it, from the graph, if the transformobject controls a skeleton joint, take its output transform matrix before it goes to the pointtransform node, use the transform explode node and then a vec3 to float, then connect it with a float to vec3, omit the connections for the axis you don't want to use, and then put the transform into a transform build, the axis will still be modifiable in the anim state, but it won't modify the joints hopefully.
The first, configure controls way is the best way, because it will remove that control from the anim state too.
Thank you!
Second way to do it, from the graph, if the transformobject controls a skeleton joint, take its output transform matrix before it goes to the pointtransform node, use the transform explode node and then a vec3 to float, then connect it with a float to vec3, omit the connections for the axis you don't want to use, and then put the transform into a transform build, the axis will still be modifiable in the anim state, but it won't modify the joints hopefully.
The first, configure controls way is the best way, because it will remove that control from the anim state too.
Thank you!
Sequential point processing in a wrangle vs parallel process 2025年11月2日11:09
On the attribute wrangle node, right click, click on allow editing on contents, then jump inside, click on the core node inside, below you will see an enable multithreading button, you can turn that off, then you will have almost sequential evaluation.
but as mister slanic said, you won't be able to access previous iteration data like this, to do that you will have to build a for loop kernel on yourself in detail mode and manage the processed element data.
but as mister slanic said, you won't be able to access previous iteration data like this, to do that you will have to build a for loop kernel on yourself in detail mode and manage the processed element data.
Welcome 2025年10月3日22:08
Can we use different languages for the tutorials? such as Hindi? And also, will teaching about houdini to cryengine come into the gamedev tutorials category, and will hdk come into the pipeline category?
Thank you
Thank you