Hey guys,
I have created a simple bone deform using KineFX stuff overall . After the "Capture Proximity" node, we have the "BoneCapture" attribute that shows the bone weights in an array.
However, when I try to modify the values using VEX code, nothing happens. I'm not sure why it's not working. My code seems to be fine, just a simple for loop.
can someone help me how to solve this problem ;
Thanks in advance
Found 24 posts.
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Technical Discussion » KineFX BoneCapture Weight Modify VEX Array
- Milad Savar
- 24 posts
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Technical Discussion » Render Object with Displacement Wireframe ( Mantra )
- Milad Savar
- 24 posts
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Hey Guys .
Is there any way to render a wireframe displacement object?
If there is any help,I would greatly appreciate it.
Thanks in advance.
Is there any way to render a wireframe displacement object?
If there is any help,I would greatly appreciate it.
Thanks in advance.
Edited by Milad Savar - June 7, 2023 09:25:55
Technical Discussion » Blur or Smooth Bone Weight - KineFX Stuff
- Milad Savar
- 24 posts
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willh
You can use the smooth node to blur bone capture attribs, but you will need to have more than one joint in order for it to work.
What I have done is create a root and ctrl joint. I flood the whole grid with the weight of the root and then add the weight of the control joint. This will now smooth appropriately.
Great Thanks William
Technical Discussion » Blur or Smooth Bone Weight - KineFX Stuff
- Milad Savar
- 24 posts
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Jonathan de Blok
first you have to use the 'unpack capture attributes' sop nodewhich give you 2 point attributes, a list of indexes and a list of weights. The index refers to a detail attribute list which has a list of joint names.
In it's unpacked state you can easily mess with the weights etc. Use a 'pack capture attributes' node to pack it up again so bone deform node can use it.
Thanks Jonathan
Technical Discussion » Blur or Smooth Bone Weight - KineFX Stuff
- Milad Savar
- 24 posts
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Technical Discussion » Blur or Smooth Bone Weight - KineFX Stuff
- Milad Savar
- 24 posts
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CYTE
Hey Miald,
It's because you only have one joint. If you add multiple the falloff works more like you expect it.
But if this is really your use case I would use a softtransform node.
Cheers
CYTE
Thanks, CYTE / Yes Correct
But im trying to modify BoneCapture Attrib but is really Confusing.
I don't have just one Bone is just like scattering many bones on surface, it was just an example which I share
Technical Discussion » Blur or Smooth Bone Weight - KineFX Stuff
- Milad Savar
- 24 posts
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Hello Guys ..
I have one question about the Bone Weight - when i add my bone into the skin part all part have same weight -
there is any node or method we get like Falloff ?
I remember it happening in default Maya - but in houdini I'm really new in Bone Stuff .
there is hipfile - Thank you in advance for any help
I have one question about the Bone Weight - when i add my bone into the skin part all part have same weight -
there is any node or method we get like Falloff ?
I remember it happening in default Maya - but in houdini I'm really new in Bone Stuff .
there is hipfile - Thank you in advance for any help
Edited by Milad Savar - May 14, 2023 11:59:56
Technical Discussion » Guide Ocean - Control Sticky Field
- Milad Savar
- 24 posts
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Hi
I stuck in Guide Ocean Sticky Field - I need just some part of Ocean to be More Sticky (VEL Advection Less ) another side normal Advection ./
normally when I reading Fog-Volume Field with Gas Collision my Flip sticky work easy but I don't know why when I use this technique in Micrsolver guiding ocean volume is not working - anyone know-how should be Fixed these Issues?
I really appreciate any help - Thanks in Advance ......
I stuck in Guide Ocean Sticky Field - I need just some part of Ocean to be More Sticky (VEL Advection Less ) another side normal Advection ./
normally when I reading Fog-Volume Field with Gas Collision my Flip sticky work easy but I don't know why when I use this technique in Micrsolver guiding ocean volume is not working - anyone know-how should be Fixed these Issues?
I really appreciate any help - Thanks in Advance ......
Technical Discussion » Good approach For Ocean Extend ? [ NO SHELF ]
- Milad Savar
- 24 posts
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Hey Guy
There is no way to Get an Better Ocean Extend Mesh? ( Edge of the Mesh in Shelf tools setup I saw is Super Crazy to Mange that - I don't know why Houdini not update this old Stuff )
if any plane or tutorial anything I will be appreciated that plz
Thanks in Advance
There is no way to Get an Better Ocean Extend Mesh? ( Edge of the Mesh in Shelf tools setup I saw is Super Crazy to Mange that - I don't know why Houdini not update this old Stuff )
if any plane or tutorial anything I will be appreciated that plz
Thanks in Advance
Edited by Milad Savar - Sept. 24, 2021 13:59:38
Technical Discussion » Change Alembic Color without Converting to Poly
- Milad Savar
- 24 posts
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Technical Discussion » Change Alembic Color without Converting to Poly
- Milad Savar
- 24 posts
- Offline
Hey Guys
there is anyway when we load some alembic file in Houdini without converting to the Geometry Change Color ?
Thanks in advance
there is anyway when we load some alembic file in Houdini without converting to the Geometry Change Color ?
Thanks in advance
Technical Discussion » Merge multiple spectrum to One spectrum
- Milad Savar
- 24 posts
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Technical Discussion » Merge multiple spectrum to One spectrum
- Milad Savar
- 24 posts
- Offline
Hi guys.
there is any way to merge multiple spectrum nodes into one? just for save memory optimization.
if anyone has an idea please let me know.
Thanks in advance
there is any way to merge multiple spectrum nodes into one? just for save memory optimization.
if anyone has an idea please let me know.
Thanks in advance
Technical Discussion » Crowd Agent Collision
- Milad Savar
- 24 posts
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Hello guys .
i'm new in the Houdini Crowd , i create two different agent and forced side to side , but i don't have any collision between agents , also active Ragdoll feature in DOP but get nothing .
any help i'm really appreciate for my issue .
houdini : 18.0.532
Thanks
i'm new in the Houdini Crowd , i create two different agent and forced side to side , but i don't have any collision between agents , also active Ragdoll feature in DOP but get nothing .
any help i'm really appreciate for my issue .
houdini : 18.0.532
Thanks
3rd Party » export Arnold VDB archive ASS
- Milad Savar
- 24 posts
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Hi Guys .
I try to export my vdb cloud to ASS Arnold but when i export , and open ASS File with procedural Arnold hda , can't see anything . i don't know why is that …
any help , i really appreciate that .
!!! my Houdini 18.0.416
Thanks
I try to export my vdb cloud to ASS Arnold but when i export , and open ASS File with procedural Arnold hda , can't see anything . i don't know why is that …
any help , i really appreciate that .
!!! my Houdini 18.0.416
Thanks
Technical Discussion » Import Constraint in DOP ( Vellum )
- Milad Savar
- 24 posts
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N-G
Hi Milad!
You set Emission Type in the second DOP as Only Once whereas there is no any geometries at the frame of evaluation.
You can enable Activation parameter on a frame which geometry exists or set Emission Type to Continuous and give your geometry just in one frame to the second DOP.
thanks … is possible show me in hip file ?
Edited by Milad Savar - March 19, 2020 09:41:16
Technical Discussion » Import Constraint in DOP ( Vellum )
- Milad Savar
- 24 posts
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Hey guys ..
I have problems how can import my glue constraint i made it before into new DOP Node for simulation (pin first & last Point)
pls check file…. it complete my explanation
I have problems how can import my glue constraint i made it before into new DOP Node for simulation (pin first & last Point)
pls check file…. it complete my explanation
Houdini Lounge » Shift Frame by Id Channel in CHOP [Offset Cycle ]
- Milad Savar
- 24 posts
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hi ./
Is Possible in Chop Shift Group of channel by Id ?
for example i have lot's bird , each bird have many Point with Motion and unique Id per Bird and i want push left to right the channel..
if checked the hip file can understand better .
Is Possible in Chop Shift Group of channel by Id ?
for example i have lot's bird , each bird have many Point with Motion and unique Id per Bird and i want push left to right the channel..
if checked the hip file can understand better .
Houdini for Realtime » Game Dev RBD TO FBX
- Milad Savar
- 24 posts
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mikelyndon-sesi
Hey Milad.
The transform on the container was causing the problem. You just need to import the rbd sim into a fresh geo container and turn on “Fetch Packed Geometry from DOP Network”.
Mike
thx Mike work very Well ….
Houdini for Realtime » Game Dev RBD TO FBX
- Milad Savar
- 24 posts
- Offline
AmbrosiussenMilad Savar
Hey Guys..
i done Rocks Simulation with RDB Key Frame Tools in Dop (Switch animate obj to Voronoi Fracture sim ) , but when i want use Game Dev RBD TO FBX tools my fbx output is't any key frame .. i test lot's example all of them Work , but this Method doesn't worke i don't know Why!!!!!!!!
I hope Good explaine very Well
thx
Milad Savar
Hi,
Could you perhaps post an example of what you are trying to achieve? (hip file)
We can then take a look at what might be going wrong, or if it is something we will support in the future!
Thanks,
Hi , This is my file
Thanks a lots
Edited by Milad Savar - Feb. 21, 2019 11:30:30
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