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Houdini Indie and Apprentice » Adding More Faces to a Face
- johm
- 138 posts
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Technically, there's no way to do what you've described. But you can use that polygon to create other polygons. The Subdivde sop, for example, will dice your polygon up with recursion, or try the PolySplit sop to cut your polygon where ever you place new edges.
Technical Discussion » Stopping objects from being selectable in a HDA
- johm
- 138 posts
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hmm… I just tried this and couldn't reproduce the problem. Take a look at the attached hip file. Does this simple setup act as you've described?
Technical Discussion » Fem muscles for houdini Auto rig
- johm
- 138 posts
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Hi Visnhu,
Muscle tutorials will be coming soon. We appreciate your patience. In the interim, all I can offer you is the documentation available for the muscle shelf tools located here:
http://www.sidefx.com/docs/houdini/shelf/muscles [sidefx.com]
Start with either the Muscle or Stroke Muscle tools to create muscles, and the Attach to Bones tool to hook them up to your character rig.
If you are adding muscles to a character rig generated by the autorig tools, you will need to allow editing of contents on the character rig first. The autorig produces a locked digital asset.
Muscle tutorials will be coming soon. We appreciate your patience. In the interim, all I can offer you is the documentation available for the muscle shelf tools located here:
http://www.sidefx.com/docs/houdini/shelf/muscles [sidefx.com]
Start with either the Muscle or Stroke Muscle tools to create muscles, and the Attach to Bones tool to hook them up to your character rig.
If you are adding muscles to a character rig generated by the autorig tools, you will need to allow editing of contents on the character rig first. The autorig produces a locked digital asset.
Technical Discussion » Capture Layer Paint bleeding into other polys
- johm
- 138 posts
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When painting weights if you find that brush strokes are affecting undesired areas of your surface, you may get better results by turning off “Orient Brush To Surface”.
Technical Discussion » Deforming mesh for FEM.
- johm
- 138 posts
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hi artye
as Tomas pointed out, you don't want to tetrahedralize a deforming mesh, rather, you want to deform a tetrahedralized mesh. This is the only way to guarantee temporal consistency with the tet generating utilities.
Deforming a tet mesh via the PointDeform sop is perfectly valid, as is any other type of deformer, as long as the shape change isn't so extreme that it causes tets to invert or deviate so far from the original shape & volume that it becomes nearly impossible for the solver to give you back something reasonable.
*By “any other deformer”, I literally mean any sop that is capable of pushing points around in houdini. Twist, SoftTransform, Bone Capture/Deform, whatever.
By the way, in your original setup, if all you really wanted to achieve was the twist, you could conceivably simplify your network to be Torus > SolidEmbed > Twist.
as Tomas pointed out, you don't want to tetrahedralize a deforming mesh, rather, you want to deform a tetrahedralized mesh. This is the only way to guarantee temporal consistency with the tet generating utilities.
Deforming a tet mesh via the PointDeform sop is perfectly valid, as is any other type of deformer, as long as the shape change isn't so extreme that it causes tets to invert or deviate so far from the original shape & volume that it becomes nearly impossible for the solver to give you back something reasonable.
*By “any other deformer”, I literally mean any sop that is capable of pushing points around in houdini. Twist, SoftTransform, Bone Capture/Deform, whatever.
By the way, in your original setup, if all you really wanted to achieve was the twist, you could conceivably simplify your network to be Torus > SolidEmbed > Twist.
Technical Discussion » Inflate along normal?
- johm
- 138 posts
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while it's not entirely obvious from its name, the Muscle Deform Sop will deform a mesh as you've described.
Technical Discussion » Mute animation channels
- johm
- 138 posts
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not sure I understand what you mean be “it does not hold the frame”.
if you advance the frameslider to a specific frame and disable channels in the dopesheet, the current values of those channels should be held.
Is this not what you are experiencing?
if you advance the frameslider to a specific frame and disable channels in the dopesheet, the current values of those channels should be held.
Is this not what you are experiencing?
Technical Discussion » Swimming noise even with rest
- johm
- 138 posts
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hi rob
not sure exactly what you're after, however, it appears that the Sort sop should be placed *after* the rest position has been assigned. The noise pattern seems much more stable after that.
not sure exactly what you're after, however, it appears that the Sort sop should be placed *after* the rest position has been assigned. The noise pattern seems much more stable after that.
Technical Discussion » Graph Editor: separate handles
- johm
- 138 posts
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Depending on what part of a “keyframe handle” you select, the untie function will react accordingly.
Untie will break the continuity in value, slope, or acceleration depending whether you selected the value, the tangent lines, or the tangent endpoints when you activated the untying.
Untie will break the continuity in value, slope, or acceleration depending whether you selected the value, the tangent lines, or the tangent endpoints when you activated the untying.
Technical Discussion » A better Illustrator file importer
- johm
- 138 posts
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to eliminate all but the beziers:
use a Delete Sop,
Geometry Type > Bezier Curves
Operation > Delete Non Selected
Pattern > * or blank or selection
use a Delete Sop,
Geometry Type > Bezier Curves
Operation > Delete Non Selected
Pattern > * or blank or selection
Houdini Indie and Apprentice » Switch subnet hierarchy selectable flags
- johm
- 138 posts
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ideally you would create a digital asset to manage things more precisely, but if you don't need to do that, you can do it with simple channel references.
go to your subnet object's Subnet tab, find the toggle labeled “Viewport Selecting Enabled”. RMB on the toggle and Copy Parameter.
Dive into your subnet.
Select all the objects you want to affect.
Under the Misc tab, find the same toggle, RMB>“Paste Copied Relative References to Selected”.
All the affected objects will now be controlled by the Subnet's Selectable flag.
Toggles can contain expressions just like any other parameter.
go to your subnet object's Subnet tab, find the toggle labeled “Viewport Selecting Enabled”. RMB on the toggle and Copy Parameter.
Dive into your subnet.
Select all the objects you want to affect.
Under the Misc tab, find the same toggle, RMB>“Paste Copied Relative References to Selected”.
All the affected objects will now be controlled by the Subnet's Selectable flag.
Toggles can contain expressions just like any other parameter.
Houdini Learning Materials » fur color problem
- johm
- 138 posts
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If you apply Hair material to your fur, the material has options for including texture maps to supply the color. Is that what you're looking for?
SI Users » curve rigging
- johm
- 138 posts
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cgcris
What is the houdini approach?
In simple cases you would animate Null objects at the obj level.
The Nulls can be placed in a hierarchy in whatever way makes sense to you. (like tangent handles parented to CV's).
Then you can create your curve by adding another object that does an Object_Merge on these Nulls -in order- and draws a curve through them.
Null objects conveniently contain a point you can use as your merge target.
SI Users » Pick Edge Session
- johm
- 138 posts
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here's a basic python snippet that should get you started…
import toolutils
scene_viewer = toolutils.sceneViewer()
scene_viewer.setPickGeometryType(hou.geometryType.Edges)
sel = scene_viewer.selectGeometry( prompt = “pick something” , use_existing_selection=False )
# sel.whatever; ie, sel contains whatever you selected
print sel.selectionStrings()
import toolutils
scene_viewer = toolutils.sceneViewer()
scene_viewer.setPickGeometryType(hou.geometryType.Edges)
sel = scene_viewer.selectGeometry( prompt = “pick something” , use_existing_selection=False )
# sel.whatever; ie, sel contains whatever you selected
print sel.selectionStrings()
Technical Discussion » Vornoi fracture gaps
- johm
- 138 posts
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do you have a non-zero value in the Cut Plane Offset parameter?
You shouldn't get gaps unless you create them with this parameter.
You shouldn't get gaps unless you create them with this parameter.
Technical Discussion » Polysplit newbie questions
- johm
- 138 posts
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mcnistor, thanks for poking this thread again as I missed it the first time around.
Delete key is the answer to this question.
and mcnistor, I don't follow what you're saying regarding the MMB action.
grendizer
In the beginning of this thread I was asking this question : “If I add an edge by mistake, how can I remove it, but still stay in the polysplit mode in order to add more edges?”
G
Delete key is the answer to this question.
and mcnistor, I don't follow what you're saying regarding the MMB action.
Technical Discussion » Lights not showing in Viewport
- johm
- 138 posts
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-maybe if you could try posting a hipfile.
from that image, I also notice that your area light has Spot Light Enabled. Is it possible your light is aiming in the opposite direction?
from that image, I also notice that your area light has Spot Light Enabled. Is it possible your light is aiming in the opposite direction?
Technical Discussion » Lights not showing in Viewport
- johm
- 138 posts
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Technical Discussion » Extracting IK bone rotation information?
- johm
- 138 posts
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McNistor
Here's another one I don't get.
… Yet they don't return to the same position they were at frame 1 when they reach frame 24 where the FK is 100%. Why?
bones, like all objects in houdini, carry around a pre-transform. When your bone rotation values are zero you are getting the pre-transform position. This isn't necessarily the same position your IK end effector was when you keyed frame 1.
Technical Discussion » Extracting IK bone rotation information?
- johm
- 138 posts
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for simple cases where you just want the angle between a pair of bones, you could use the hscript expression command:
boneangle
the bones that get compared don't necessarily have to be linked.
-j
boneangle
the bones that get compared don't necessarily have to be linked.
-j
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