Houdini Main Changelogs
4.9.559 | The Facet::Consolidate Fast is now orientation independent. It now produces the same results as Consolidate Slow. There is no work around to this. |
モン. 12月 10, 2001 | |
4.9.559 | The Facet::Consolidate Fast is now orientation independent. It now produces the same results as Consolidate Slow. There is no work around to this. |
モン. 12月 10, 2001 | |
4.9.559 | The Subdivide SOP now outputs vertices in a different order. Now the subdivided quads will have the same orientation as their parents. This will produce different point an primitive numbers when the subdivision depth is greater than one. There is no work around to this. |
モン. 12月 10, 2001 | |
4.9.559 | The Subdivide SOP now outputs vertices in a different order. Now the subdivided quads will have the same orientation as their parents. This will produce different point an primitive numbers when the subdivision depth is greater than one. There is no work around to this. |
モン. 12月 10, 2001 | |
4.9.559 | The Subdivide SOP now outputs vertices in a different order. Now the subdivided quads will have the same orientation as their parents. This will produce different point an primitive numbers when the subdivision depth is greater than one. There is no work around to this. |
モン. 12月 10, 2001 | |
4.9.559 | The Subdivide SOP now outputs vertices in a different order. Now the subdivided quads will have the same orientation as their parents. This will produce different point an primitive numbers when the subdivision depth is greater than one. There is no work around to this. |
モン. 12月 10, 2001 | |
4.9.559 | The Subdivide SOP now outputs vertices in a different order. Now the subdivided quads will have the same orientation as their parents. This will produce different point an primitive numbers when the subdivision depth is greater than one. There is no work around to this. |
モン. 12月 10, 2001 | |
4.9.558 | The weighting method used in the Capture SOP has been improved to use the Elendt model. The old method can be used if you set the environment variable HOUDINI_H4_CREGION_WEIGHTING prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | The weighting method used in the Capture SOP has been improved to use the Elendt model. The old method can be used if you set the environment variable HOUDINI_H4_CREGION_WEIGHTING prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | The weighting method used in the Capture SOP has been improved to use the Elendt model. The old method can be used if you set the environment variable HOUDINI_H4_CREGION_WEIGHTING prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | The weighting method used in the Capture SOP has been improved to use the Elendt model. The old method can be used if you set the environment variable HOUDINI_H4_CREGION_WEIGHTING prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | The weighting method used in the Capture SOP has been improved to use the Elendt model. The old method can be used if you set the environment variable HOUDINI_H4_CREGION_WEIGHTING prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | The bone objects have changed significantly from Houdini 4. To change old hip files to Houdini 5, run the boneconvert command from a textport after loading it in Houdini 5. For a precise summary of the effect of boneconvert, please see the textport help by typing "help boneconvert". Note however, that all custom link geometry objects will need to be manually modified by adding a transform SOP to scale it by 2 in the y direction. |
日. 12月 9, 2001 | |
4.9.558 | The bone objects have changed significantly from Houdini 4. To change old hip files to Houdini 5, run the boneconvert command from a textport after loading it in Houdini 5. For a precise summary of the effect of boneconvert, please see the textport help by typing "help boneconvert". Note however, that all custom link geometry objects will need to be manually modified by adding a transform SOP to scale it by 2 in the y direction. |
日. 12月 9, 2001 | |
4.9.558 | The bone objects have changed significantly from Houdini 4. To change old hip files to Houdini 5, run the boneconvert command from a textport after loading it in Houdini 5. For a precise summary of the effect of boneconvert, please see the textport help by typing "help boneconvert". Note however, that all custom link geometry objects will need to be manually modified by adding a transform SOP to scale it by 2 in the y direction. |
日. 12月 9, 2001 | |
4.9.558 | The bone objects have changed significantly from Houdini 4. To change old hip files to Houdini 5, run the boneconvert command from a textport after loading it in Houdini 5. For a precise summary of the effect of boneconvert, please see the textport help by typing "help boneconvert". Note however, that all custom link geometry objects will need to be manually modified by adding a transform SOP to scale it by 2 in the y direction. |
日. 12月 9, 2001 | |
4.9.558 | The bone objects have changed significantly from Houdini 4. To change old hip files to Houdini 5, run the boneconvert command from a textport after loading it in Houdini 5. For a precise summary of the effect of boneconvert, please see the textport help by typing "help boneconvert". Note however, that all custom link geometry objects will need to be manually modified by adding a transform SOP to scale it by 2 in the y direction. |
日. 12月 9, 2001 | |
4.9.558 | Changing the global FPS of a hip file no longer scales the channels so that the time of the last keyframe matches the new animation length. This behaviour was changed since it became meaningless as soon as a channel had more than 1 channel segment. To get the old behaviour, you must set the environment variable HOUDINI_ENABLE_FPS_SCALE prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | Changing the global FPS of a hip file no longer scales the channels so that the time of the last keyframe matches the new animation length. This behaviour was changed since it became meaningless as soon as a channel had more than 1 channel segment. To get the old behaviour, you must set the environment variable HOUDINI_ENABLE_FPS_SCALE prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | Changing the global FPS of a hip file no longer scales the channels so that the time of the last keyframe matches the new animation length. This behaviour was changed since it became meaningless as soon as a channel had more than 1 channel segment. To get the old behaviour, you must set the environment variable HOUDINI_ENABLE_FPS_SCALE prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | Changing the global FPS of a hip file no longer scales the channels so that the time of the last keyframe matches the new animation length. This behaviour was changed since it became meaningless as soon as a channel had more than 1 channel segment. To get the old behaviour, you must set the environment variable HOUDINI_ENABLE_FPS_SCALE prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.558 | Changing the global FPS of a hip file no longer scales the channels so that the time of the last keyframe matches the new animation length. This behaviour was changed since it became meaningless as soon as a channel had more than 1 channel segment. To get the old behaviour, you must set the environment variable HOUDINI_ENABLE_FPS_SCALE prior to running Houdini. |
日. 12月 9, 2001 | |
4.9.556 | Changed "Channel Chooser" to read "Animatable Parameters" in the right-mouse OP menu in the viewport. There is a new chooser/scoper/keyframer in place of the old chooser when you select "Animatable Parameters". It should allow you to scope and keyframe much faster. Added an "Animatable Parameters" menu entry to the handle's right-mouse menu, right under "Parameters...", showing the parms tied to that handle. |
金. 12月 7, 2001 | |
4.9.556 | Changed "Channel Chooser" to read "Animatable Parameters" in the right-mouse OP menu in the viewport. There is a new chooser/scoper/keyframer in place of the old chooser when you select "Animatable Parameters". It should allow you to scope and keyframe much faster. Added an "Animatable Parameters" menu entry to the handle's right-mouse menu, right under "Parameters...", showing the parms tied to that handle. |
金. 12月 7, 2001 | |
4.9.556 | Changed "Channel Chooser" to read "Animatable Parameters" in the right-mouse OP menu in the viewport. There is a new chooser/scoper/keyframer in place of the old chooser when you select "Animatable Parameters". It should allow you to scope and keyframe much faster. Added an "Animatable Parameters" menu entry to the handle's right-mouse menu, right under "Parameters...", showing the parms tied to that handle. |
金. 12月 7, 2001 |