When i change the curves to bezier,
i don't get handles
it's the same as nurbs curve?
Why is this?
I'd like handles.
Houini bezier curves, are not bezier??
19168 30 1- OdFotan
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- Doudini
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its not the same as nurbs curves. it is bezier. you just dont see the connection of the control points and endpoints.
I agree that it is weird and should be changed. For artists this is just not user friendly at all. I remember i got confused too and once you have a lot of points in there it is getting hard to determine the control points.
please SESI update the way we can edit curves. its a pain in the ass tbh.
- OdFotan
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- circusmonkey
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This has been a RFE for years with Houdini . Bezier control points ALA 3ds Max . You have to remember Houdini was never designed as a modeller and now you have free applications like Blender it makes it pretty pointless spending development cash in areas that are not a strong focus already.
Its far from ideal I know and I feel your pain, Ive lived without them since v 8.1. They are very handy !~
Rob
Its far from ideal I know and I feel your pain, Ive lived without them since v 8.1. They are very handy !~
Rob
Gone fishing
- anon_user_89151269
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Having the ability to create a project from start to finish within one single program is ideal. I know that having limited resources and having to compete in the same time will put some wrenches in achieving that ideal, but abandoning it from the get go is flat out wrong IMO.
Regarding this particular issue - I'll go out on a limb and say that adding those control points to bezier curves is not that big of an investment time/money wise, it's just something that was probably not requested as much in order to be bumped up to the front of the queue. Like it's the case with so many other features Houdini lacks in “artist areas” for which there are probably submitted RFEs .
Regarding this particular issue - I'll go out on a limb and say that adding those control points to bezier curves is not that big of an investment time/money wise, it's just something that was probably not requested as much in order to be bumped up to the front of the queue. Like it's the case with so many other features Houdini lacks in “artist areas” for which there are probably submitted RFEs .
- Doudini
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McNistor
Having the ability to create a project from start to finish within one single program is ideal. I know that having limited resources and having to compete in the same time will put some wrenches in achieving that ideal, but abandoning it from the get go is flat out wrong IMO.
Regarding this particular issue - I'll go out on a limb and say that adding those control points to bezier curves is not that big of an investment time/money wise, it's just something that was probably not requested as much in order to be bumped up to the front of the queue. Like it's the case with so many other features Houdini lacks in “artist areas” for which there are probably submitted RFEs .
very well summed up. +1
- dedeks2999
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McNistor
Having the ability to create a project from start to finish within one single program is ideal. I know that having limited resources and having to compete in the same time will put some wrenches in achieving that ideal, but abandoning it from the get go is flat out wrong IMO.
Regarding this particular issue - I'll go out on a limb and say that adding those control points to bezier curves is not that big of an investment time/money wise, it's just something that was probably not requested as much in order to be bumped up to the front of the queue. Like it's the case with so many other features Houdini lacks in “artist areas” for which there are probably submitted RFEs .
+10000
— dedeks 3000 —
- mestela
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Or just make your own. Put this in a attrib wrangle in detail mode:
// first handle
int line = addprim(0, ‘polyline’);
addvertex(0,line, 0);
addvertex(0,line, 1);
// last handle
line = addprim(0, ‘polyline’);
addvertex(0,line, @numpt);
addvertex(0,line, @numpt-1);
// the rest
for (int i=2; i<@numpt; i+=3) {
line = addprim(0, ‘polyline’);
addvertex(0,line, i);
addvertex(0,line, i+1);
addvertex(0,line, i+2);
}
// first handle
int line = addprim(0, ‘polyline’);
addvertex(0,line, 0);
addvertex(0,line, 1);
// last handle
line = addprim(0, ‘polyline’);
addvertex(0,line, @numpt);
addvertex(0,line, @numpt-1);
// the rest
for (int i=2; i<@numpt; i+=3) {
line = addprim(0, ‘polyline’);
addvertex(0,line, i);
addvertex(0,line, i+1);
addvertex(0,line, i+2);
}
- Doudini
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- anon_user_37409885
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mestela
Or just make your own. Put this in a attrib wrangle in detail mode:
// first handle
int line = addprim(0, ‘polyline’);
addvertex(0,line, 0);
addvertex(0,line, 1);
// last handle
line = addprim(0, ‘polyline’);
addvertex(0,line, @numpt);
addvertex(0,line, @numpt-1);
// the rest
for (int i=2; i<@numpt; i+=3) {
line = addprim(0, ‘polyline’);
addvertex(0,line, i);
addvertex(0,line, i+1);
addvertex(0,line, i+2);
}
Thanks Mestela; your codes are awesome.
Masoud Saadatmand (MSDVFX)
- anon_user_00157425
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With H17 it's possible to implement a proper bezier handle with python states.
https://www.sidefx.com/forum/topic/58427/?page=1#post-261971 [www.sidefx.com]
https://www.sidefx.com/forum/topic/58427/?page=1#post-261971 [www.sidefx.com]
Edited by anon_user_00157425 - Oct. 13, 2018 03:20:18
- bobc4d
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- BabaJ
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- bobc4d
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BabaJI am betting that is it. here is what i haveI am learning Houdini, I entered this but keep getting “i” as and undefined variable.
You likely inadvertantly made a typo…post your code if you still have problems.
// first handle
int line = addprim(0,'polyline');
addvertex(0,line,0);
addvertex(0,line,1);
//last handle
line = addprim(0,'polyline');
addvertex(0,line,@numpt);
addvertex(0,line,@numpt-1);
//the rest
for (int i=2;i<@numpt;i+=3);
{
line = addprim(0,'polyline');
addvertex(0,line,i);
addvertex(0,line,i+1);
addvertex(0,line,i+2);
}
found the error. I have semicolon before the { on for line
Edited by bobc4d - Oct. 13, 2018 10:59:29
- EricSheng
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- Ludvík Koutný
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Hello,
adding my voice here too. I have been absolutely unable to use curve tool to create a simple desired shape. The workflow for me, as a Houdini beginner is impossible to figure out. Furthermore, the fact that something as trivial as a curve tool even has a learning curve is on its own scary. Curve tools are something one is usually able to pick up and use straight away in most software packages. It should not have any learning curve at all, let alone having a so complex one user like me still fails to get desired result after half a day of trying.
adding my voice here too. I have been absolutely unable to use curve tool to create a simple desired shape. The workflow for me, as a Houdini beginner is impossible to figure out. Furthermore, the fact that something as trivial as a curve tool even has a learning curve is on its own scary. Curve tools are something one is usually able to pick up and use straight away in most software packages. It should not have any learning curve at all, let alone having a so complex one user like me still fails to get desired result after half a day of trying.
- Alex Amos
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Been using Houdini for around 10 months now, doing fairly advanced things, still havnt been able to use the curve tool in any way or form that's usable - I've been extremely successful using the curve/path tools from pretty much any software, 3dsmax, Maya, Photoshop, Illustrator, etc, but drawing simple curves in Houdini is a nightmare, my workflow at the moment is to create them in Illustrator, import them into 3dsmax and then import into Houdini, which is ridiculous….
- Olaf Finkbeiner
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- jsmack
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