Houdini Main Changelogs
4.9.342 | Persistent PIs are now stored in the hip file. There are new commands for creating, modifying, and grouping persistent PIs. There is also a new pane type that provides a UI for modifying persistent PIs. The IK end affector handle now has the pivot handle at the end of the bone for doing IK, plus it draws a second handle that looks like a bone. Grabbing this handle does FK on the chosen bone. The Move Single Bone option has been removed from this handle. As well, Shift-clicking on a handle will toggle the Locked state of that joint. Finally, for a given IK end affector PI, only a single handle is "current". The current handle has the full pivot handle drawn. Non-current handles just show the small box from the center of the pivot. For locked joints, the box is drawn shaded. For unlocked joints, the box is drawn in wireframe. |
Tue. April 24, 2001 | |
4.9.342 | Persistent PIs are now stored in the hip file. There are new commands for creating, modifying, and grouping persistent PIs. There is also a new pane type that provides a UI for modifying persistent PIs. The IK end affector handle now has the pivot handle at the end of the bone for doing IK, plus it draws a second handle that looks like a bone. Grabbing this handle does FK on the chosen bone. The Move Single Bone option has been removed from this handle. As well, Shift-clicking on a handle will toggle the Locked state of that joint. Finally, for a given IK end affector PI, only a single handle is "current". The current handle has the full pivot handle drawn. Non-current handles just show the small box from the center of the pivot. For locked joints, the box is drawn shaded. For unlocked joints, the box is drawn in wireframe. |
Tue. April 24, 2001 | |
4.9.342 | Persistent PIs are now stored in the hip file. There are new commands for creating, modifying, and grouping persistent PIs. There is also a new pane type that provides a UI for modifying persistent PIs. The IK end affector handle now has the pivot handle at the end of the bone for doing IK, plus it draws a second handle that looks like a bone. Grabbing this handle does FK on the chosen bone. The Move Single Bone option has been removed from this handle. As well, Shift-clicking on a handle will toggle the Locked state of that joint. Finally, for a given IK end affector PI, only a single handle is "current". The current handle has the full pivot handle drawn. Non-current handles just show the small box from the center of the pivot. For locked joints, the box is drawn shaded. For unlocked joints, the box is drawn in wireframe. |
Tue. April 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
Tue. April 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
Tue. April 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
Tue. April 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
Tue. April 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
Tue. April 24, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
Fri. April 20, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
Fri. April 20, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
Fri. April 20, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
Fri. April 20, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
Fri. April 20, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
Thu. April 19, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
Thu. April 19, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
Thu. April 19, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
Thu. April 19, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
Thu. April 19, 2001 | |
4.9.337 | New hotkeys have been added for the object/sop viewport layouts. In 4.0, they were 1,2,3,etc. They are now Ctrl+1,Ctrl+2,Ctrl+3,etc. |
Thu. April 19, 2001 | |
4.9.337 | New hotkeys have been added for the object/sop viewport layouts. In 4.0, they were 1,2,3,etc. They are now Ctrl+1,Ctrl+2,Ctrl+3,etc. |
Thu. April 19, 2001 | |
4.9.337 | New hotkeys have been added for the object/sop viewport layouts. In 4.0, they were 1,2,3,etc. They are now Ctrl+1,Ctrl+2,Ctrl+3,etc. |
Thu. April 19, 2001 | |
4.9.337 | New hotkeys have been added for the object/sop viewport layouts. In 4.0, they were 1,2,3,etc. They are now Ctrl+1,Ctrl+2,Ctrl+3,etc. |
Thu. April 19, 2001 | |
4.9.337 | New hotkeys have been added for the object/sop viewport layouts. In 4.0, they were 1,2,3,etc. They are now Ctrl+1,Ctrl+2,Ctrl+3,etc. |
Thu. April 19, 2001 | |
4.9.336 | The Object Copy and Mirror States both now have options to specify the destination CHOP network to place copied InverseKin CHOPs. The Bone Create State now cleans the transform of all its created objects. New options here include:
FK End affectors are now also created with an orientation that matches their bones. |
Wed. April 18, 2001 | |
4.9.336 | The Object Copy and Mirror States both now have options to specify the destination CHOP network to place copied InverseKin CHOPs. The Bone Create State now cleans the transform of all its created objects. New options here include:
FK End affectors are now also created with an orientation that matches their bones. |
Wed. April 18, 2001 |