Hello,
I'm new to KineFX. Ive managed to get 3 fbx animation blending together ok with motionclips and motionclipsequence SOPs. However, when the blends happen, the character's feet clip through the ground. What's the best way to fix this? I tried a motionclipextract and setting the feet joints to 0 in Y but the motionclipupdate would apply the change to a motionclipsequence output.
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Technical Discussion » Kine FX stop foot clipping through ground
- lloydwood
- 107 posts
- Offline
Work in Progress » APEX Lego 2D face rig
- MatijaK
- 11 posts
- Online
Technical Discussion » Simplest Payload Setup
- revilo3d
- 29 posts
- Online
Mmmm feeling a bit silly but can't get an expected behaviour and not sure why. Without going down the component builder hda route, I want to in the simplest way possible create a payloadable usd asset, with bounding box preview.
Using Houdini 19.5 (at work)
I have a model.usd and material.usd file, that I am sublayering together and write out as an asset.usd
When I use a reference LOP to bring in my asset.usd, and set node to payload, the asset unloads. As expected there is no bbox preview. All info about this points to using a node called loftpayloadinfo to generate bound info.
When I append this node below model and material sublayering, write out my asset, reference it back in... Same result. Also I do not see any bbox metadata in the usd file. The node did nothing.
However using that new reference node, if I set it to payload, and append a loftpayload below this, I now see a bbox (strangely being created from an asset not loaded?!)
If I write this out as payload.usd, and I once more reference in this new file, with it set to either "reference" or "payload" in the reference type field, I get payload behaviour with bbox! Is that correct? (perhaps that's how it means to be? i.e i'm referencing a payload now so it's behaving like one?). Seems a bit confusing I can no longer choose load behaviour as reference, or payload, on the node that behaving exactly like that in just the previous step.
If that all sounds correct, How can I set up the bound info directly when i'm sublayering my model and lookdev together to prepare my asset.usd? I suspect it want's a root prim to write the metadata to that wont be there with I reference, so that's why it doesn't work?
Interestingly to help demonstrate, at home (H20.5) ive tried to add an example file to showcase my confusion. However there i hit another issue. If I set any reference to payload, its doesn't change to one. That sounds broken. (file attached)
Using Houdini 19.5 (at work)
I have a model.usd and material.usd file, that I am sublayering together and write out as an asset.usd
When I use a reference LOP to bring in my asset.usd, and set node to payload, the asset unloads. As expected there is no bbox preview. All info about this points to using a node called loftpayloadinfo to generate bound info.
When I append this node below model and material sublayering, write out my asset, reference it back in... Same result. Also I do not see any bbox metadata in the usd file. The node did nothing.
However using that new reference node, if I set it to payload, and append a loftpayload below this, I now see a bbox (strangely being created from an asset not loaded?!)
If I write this out as payload.usd, and I once more reference in this new file, with it set to either "reference" or "payload" in the reference type field, I get payload behaviour with bbox! Is that correct? (perhaps that's how it means to be? i.e i'm referencing a payload now so it's behaving like one?). Seems a bit confusing I can no longer choose load behaviour as reference, or payload, on the node that behaving exactly like that in just the previous step.
If that all sounds correct, How can I set up the bound info directly when i'm sublayering my model and lookdev together to prepare my asset.usd? I suspect it want's a root prim to write the metadata to that wont be there with I reference, so that's why it doesn't work?
Interestingly to help demonstrate, at home (H20.5) ive tried to add an example file to showcase my confusion. However there i hit another issue. If I set any reference to payload, its doesn't change to one. That sounds broken. (file attached)
Edited by revilo3d - 今日 00:07:11
Houdini Indie and Apprentice » Anyone know this pyro crash error?
- digzelot
- 8 posts
- Offline
I often try to render a sim to mplay only to have Houdini crash some time in. It's always this same report.. does anyone know what's going on/how to fix?
ryzen 9 7950x
radeon rx 7900 xtx
128gb ram
ryzen 9 7950x
radeon rx 7900 xtx
128gb ram
Technical Discussion » submitting Maya, Nuke and Unreal though HQueue
- Mark Wallman
- 700 posts
- Offline
Hi all.
Has anyone had any experience submitting Maya, Nuke and Unreal though HQueue. We currently use Deadline but I am wondering how hard/easy it is to submit from other programs.
Best. Mark
Has anyone had any experience submitting Maya, Nuke and Unreal though HQueue. We currently use Deadline but I am wondering how hard/easy it is to submit from other programs.
Best. Mark
Animation » where do i find the tool to set a parentspace on ALexa?
- pbinga
- 1 posts
- Offline
Sorry, very new to houdini here.
I want to set ALexa's head to be in a world orientation and not follow the rotations of the body below. I dont see any toggle in the rig, so i assume there is a tool for it or a hotkey somewhere. Can anyone advise?
I want to set ALexa's head to be in a world orientation and not follow the rotations of the body below. I dont see any toggle in the rig, so i assume there is a tool for it or a hotkey somewhere. Can anyone advise?
Technical Discussion » how can i update viewer mode please?
- skadbone1
- 42 posts
- Offline
sorry for long winded note here
Technical Discussion » Anyone updated Rocky to 9.5 ?
- tanguybc
- 42 posts
- Offline
Technical Discussion » Particles velocity makes flip solver slow.
- gearless
- 1 posts
- Offline
Hello,
I'm new to Houdini and trying to set up a fluid solver.
I've got a simple geometry that I use as an emitter.
If I use only gravity as a single force, it works ok.
But if I add some custom velocities from normals (see attachment)
the simulation becomes much slower. The more velocity I add - the slower is the simulation. And at the same time there is less particles in the simulation.
There are no abnormally high velocities in the simulation. See the second screenshot - on the left the fastest velocities with gravity only, and on the right - with added initial velocities on the same frame number.
I'd like to understand - is it the normal behaviour for flip solver to become much slower with the greater velocities of the particles, or am I doing something wrong?
Thanks
I'm new to Houdini and trying to set up a fluid solver.
I've got a simple geometry that I use as an emitter.
If I use only gravity as a single force, it works ok.
But if I add some custom velocities from normals (see attachment)
float mpl = ch("Velocity_Multiplier"); @v = @N * mpl;
the simulation becomes much slower. The more velocity I add - the slower is the simulation. And at the same time there is less particles in the simulation.
There are no abnormally high velocities in the simulation. See the second screenshot - on the left the fastest velocities with gravity only, and on the right - with added initial velocities on the same frame number.
I'd like to understand - is it the normal behaviour for flip solver to become much slower with the greater velocities of the particles, or am I doing something wrong?
Thanks
Technical Discussion » Alpha Test rasterization in COPs
- elbriga14
- 6 posts
- Offline
Hello all,
I've been looking into COPs to speed up the rendering of our tree octahedrons (need to render the tree from 64 angles basically).
Currently we spawn grids of points as pixels and raytrace from each point which is terribly slow.
COPs would be perfect for this, but it doesn't seem to support rasterization with alpha test, which is essential for leave clusters.
Has anyone got a functionnal hack to rasterize geometry with alpha test using COPs?
Or do you know if this is a planned feature for a future Houdini release?
Glad to hear your thoughts
Cheers
I've been looking into COPs to speed up the rendering of our tree octahedrons (need to render the tree from 64 angles basically).
Currently we spawn grids of points as pixels and raytrace from each point which is terribly slow.
COPs would be perfect for this, but it doesn't seem to support rasterization with alpha test, which is essential for leave clusters.
Has anyone got a functionnal hack to rasterize geometry with alpha test using COPs?
Or do you know if this is a planned feature for a future Houdini release?
Glad to hear your thoughts
Cheers
Technical Discussion » Weird file size when export with rop_fbxCharacterOutput
- k.letkowski
- 1 posts
- Offline
Hi there!
I have an issue when i first import character which has rig and just export it as it was imported without any changes, the fbx file is getting bigger, why is that ? what im doing wrong and how to prevent from it, i tried almost every setup of export settings and still my file is bigger than Imported fbx.
I have an issue when i first import character which has rig and just export it as it was imported without any changes, the fbx file is getting bigger, why is that ? what im doing wrong and how to prevent from it, i tried almost every setup of export settings and still my file is bigger than Imported fbx.
PDG/TOPs » Projecting heightfield tiles onto final terrain using tops
- bluecipher
- 5 posts
- Offline
Hi,
basic PDG/TOPs question, but I'm faily new to this and can't figure it out...
I as final step in my PDG, I would like to project a list of heightfield tiles generated by one branch of the graph onto a (large) heightfield coming from a second branch. I can't figure out how to create a list of work items that will apply the projection of a tile of on teh result of prior projections? If I use e.g. PartitionByIndex, put the tiles into te primary input and the large heightfield into the second, this will create work items with a "clean" secondary input for every partition, correct? How do I "inject" the result of one work item back as input into the next step?
Thanks for your help!
basic PDG/TOPs question, but I'm faily new to this and can't figure it out...
I as final step in my PDG, I would like to project a list of heightfield tiles generated by one branch of the graph onto a (large) heightfield coming from a second branch. I can't figure out how to create a list of work items that will apply the projection of a tile of on teh result of prior projections? If I use e.g. PartitionByIndex, put the tiles into te primary input and the large heightfield into the second, this will create work items with a "clean" secondary input for every partition, correct? How do I "inject" the result of one work item back as input into the next step?
Thanks for your help!
Technical Discussion » Switch if Wired COP: How to detect if something is wired?
- ajz3d
- 580 posts
- Offline
Is it possible to detect if a node is wired to the first input of Switch if Wired COP? I'd like to hide or show HDA's parameter folder depending on whether something is piped to this COP or not.
Edited by ajz3d - 2024年12月18日 16:20:50
Technical Discussion » Viewport lighting does not work.
- FableSquad
- 1 posts
- Offline
Hello.
I am using a mac, Houdini 20.5
The Hight quality lighting in the viewport does not render any lights. Even the point lights give just some flat smoke.
If I switch to the Normal quality viewport - I see the point lights rendered, but no the Environmental light.
If I render the viewport with Karma CPU - I see all the light affecting the smoke.
I am using a mac, Houdini 20.5
The Hight quality lighting in the viewport does not render any lights. Even the point lights give just some flat smoke.
If I switch to the Normal quality viewport - I see the point lights rendered, but no the Environmental light.
If I render the viewport with Karma CPU - I see all the light affecting the smoke.
Solaris and Karma » Simple USD Sequence?
- The3DStig
- 129 posts
- Offline
I'm probably missing something really obvious here, but I can't figure out how to export a USD sequence to use with Deadline? I'd rather not use the Deadline plugin - I just want to export and then have Deadline manage the frames.
I know it isn't the preferred way but Solaris is just overkill for me, so I'm using the Karma node in the OUT context.
I was able to generate a USD file but it's just one and it only renders a single frame?
I did submit to Hqueue and it works... but I noticed it produces a USD folder per frame.
TL/DR anyone export a USD sequence and render it through Deadline? If so, what's the process?
Apologies if this is something really really basic and I'm just not seeing it!
I know it isn't the preferred way but Solaris is just overkill for me, so I'm using the Karma node in the OUT context.
I was able to generate a USD file but it's just one and it only renders a single frame?
I did submit to Hqueue and it works... but I noticed it produces a USD folder per frame.
TL/DR anyone export a USD sequence and render it through Deadline? If so, what's the process?
Apologies if this is something really really basic and I'm just not seeing it!
Edited by The3DStig - 2024年12月17日 18:58:58
Houdini Lounge » Hello from Farlon
- farlon41vk
- 1 posts
- Offline
I am excited to dive into procedural workflows. I’m here to learn, connect, and explore the amazing possibilities Houdini offers. Looking forward to being part of this community
Technical Discussion » AMD Threadripper limited to 50% - sparse solver?
- timjan
- 28 posts
- Offline
Im often stuck at 50% usage, Threadripper 5995wx, Im on Linux, anyone else had this issue?
(Pyro solver Sparse Solver. Houdini Latest)
(Pyro solver Sparse Solver. Houdini Latest)
3rd Party » RMAN crashes houdini help browser
- Nicolas Heluani
- 283 posts
- Offline
When installing RfH the help browser crashes every time.
If using an external help browser it works fine though....
very strange no idea what could be causing it.
Anyone have experienced this too?
If using an external help browser it works fine though....
very strange no idea what could be causing it.
Anyone have experienced this too?
Houdini Indie and Apprentice » Handles Not Showing
- DarkCat736
- 4 posts
- Offline
I'm trying to create a ragdoll simulation, but when I try to configure the joint limits it is not showing the gizmos for clicking on the bones and setting limits. This has worked in the past so I don't know what's wrong now. Thanks.
Edited by DarkCat736 - 2024年12月16日 22:32:31
Technical Discussion » OpenCL Transforms
- j00ey
- 83 posts
- Offline
I'm trying to learn some OpenCL - not for a particular purpose, I just want to get a handle on what's possible / potentially useful etc so I thought I'd try going from SOP to COP , doing some transforms, then back to SOP. I managed to do some translation and scale but I am stuck when it comes to rotation.
I'd like to do the whole lot with matrices rather than adding for translate and multiplying for scale but I haven't even figured out how to declare a matrix yet. I have had a look through the OpenCL for Vex Users page but I'm still stuck.
Can anyone give me a pointer?
Many thanks
file attached in case useful for anyone else finding their way...
I'd like to do the whole lot with matrices rather than adding for translate and multiplying for scale but I haven't even figured out how to declare a matrix yet. I have had a look through the OpenCL for Vex Users page but I'm still stuck.
Can anyone give me a pointer?
Many thanks
file attached in case useful for anyone else finding their way...
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