Houdini Main Changelogs

9.0.68

Added pivot parameter to the Creep SOP as well as a pivot guide point. Fixed the UV Offset Handle so that it doesn't clamp its position or corresponding parameter value for primitives that wrap in u or v.

Thu. December 1, 2005
9.0.68

Added pivot parameter to the Creep SOP as well as a pivot guide point. Fixed the UV Offset Handle so that it doesn't clamp its position or corresponding parameter value for primitives that wrap in u or v.

Thu. December 1, 2005
9.0.68

Added pivot parameter to the Creep SOP as well as a pivot guide point. Fixed the UV Offset Handle so that it doesn't clamp its position or corresponding parameter value for primitives that wrap in u or v.

Thu. December 1, 2005
9.0.68

Added pivot parameter to the Creep SOP as well as a pivot guide point. Fixed the UV Offset Handle so that it doesn't clamp its position or corresponding parameter value for primitives that wrap in u or v.

Thu. December 1, 2005
9.0.68

Fixing a bug that would cause a crash when tristripping.

Thu. December 1, 2005
9.0.68

Fixing a bug that would cause a crash when tristripping.

Thu. December 1, 2005
9.0.68

Fixing a bug that would cause a crash when tristripping.

Thu. December 1, 2005
9.0.68

Fixing a bug that would cause a crash when tristripping.

Thu. December 1, 2005
9.0.68

Fixing a bug that would cause a crash when tristripping.

Thu. December 1, 2005
9.0.68

Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode.

Thu. December 1, 2005
9.0.68

Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode.

Thu. December 1, 2005
9.0.68

Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode.

Thu. December 1, 2005
9.0.68

Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode.

Thu. December 1, 2005
9.0.68

Improved OpenGL performance when rendering open unlit curves/polygons in shaded mode.

Thu. December 1, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.
Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.

This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently.

Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.
Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.

This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently.

Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.

This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently.

Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.
Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.
Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.

This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently.

Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.
Tue. November 29, 2005
9.0.66

Performance has been increased on IK Bone chains which have objects in between the bones. This changes some subtle behaviour: 1. Look-At objects are no longer taken into account. Look-At objects would

have resulted in a bad IK solution previously anyhow.

2. If the bone chain split inside a subnet that had a transform, it will

not be taken account. This was previously true for bones but not for the non-bone objects in between. This is now true for both bones and the non-bone objects.

This means that bone chains which had non-bone objects within IK bone chains and those that are inside a subnet will behave differently.

Tue. November 29, 2005
9.0.66

Removed hescape+ as a link to hescape. To start hescape with the Render Plus token, please use 'hescape -p'.

Tue. November 29, 2005