I can start to install houdini now ,with xterm installed,but there comes another problem:
./houdini.install: line 653: [: 37%: integer expression expected expr: non-numeric argument
warning : not enough space on /opt/hfs6.1.309.
but I have 1.8G left in /opt/….what is the problem?
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Technical Discussion » houdini under mandrake9.2...
- ykcosmo
- 288 posts
- Offline
Houdini Lounge » i just saw a trailer to a Anime movie called SteamBoy..
- Cylibral
- 135 posts
- Offline
from the Director Of Akira comes a new anime called “Steamboy”
http://www.steamboy.net/downloads/trailers/ [steamboy.net]
it looks pretty nice i saw this making of segment and i noticed they used Houdini on it for the 3d an d i take the particles as well … Does anyone know if they did or didn;t and who actually did the movie?
thanks
sorry if this is a bad posting…
G
http://www.steamboy.net/downloads/trailers/ [steamboy.net]
it looks pretty nice i saw this making of segment and i noticed they used Houdini on it for the 3d an d i take the particles as well … Does anyone know if they did or didn;t and who actually did the movie?
thanks
sorry if this is a bad posting…
G
Technical Discussion » Object deformation and RBD
- calin
- 114 posts
- Offline
Is it possibe to pass somehow the object deformation to RBD solver. For example I have a bottle in ice cubes and the bottle will morph into a bigger bottle (with some wobble effect) and I want the ice that surrounds the bottle to react properly. I was thinking about RBD but I don't know if it works.
Technical Discussion » chop switch automatically to sop
- clay
- 58 posts
- Offline
in my houdini, i created bones. i use 2 panes:
pane 1 : viewer(at object state)
pane 2 : network editor (chops state).
the viewer panes display the bones and the network editor display the network of the KIN_CHops. what i want to do is : while working/modify the parameter of my KIN_chops(in pane2), i'll then see and test the movement in the viewer(pane1), but the problem when selecting some objects/bones in viewer, the pane2 (chops) is automatically switch to SOP state and display my currently selected obj. so if i want to edit the kin_chop, i have to go back to chops state and do it over and over again.
i tried to change the ‘panes link’ to different number, but still got the same problem. anyone know how to solve this?
does anyone know where i can find any good houdini tutorial talking about character rigging/animation that is available in the NET?
clay~
pane 1 : viewer(at object state)
pane 2 : network editor (chops state).
the viewer panes display the bones and the network editor display the network of the KIN_CHops. what i want to do is : while working/modify the parameter of my KIN_chops(in pane2), i'll then see and test the movement in the viewer(pane1), but the problem when selecting some objects/bones in viewer, the pane2 (chops) is automatically switch to SOP state and display my currently selected obj. so if i want to edit the kin_chop, i have to go back to chops state and do it over and over again.
i tried to change the ‘panes link’ to different number, but still got the same problem. anyone know how to solve this?
does anyone know where i can find any good houdini tutorial talking about character rigging/animation that is available in the NET?
clay~
Technical Discussion » space key
- clay
- 58 posts
- Offline
anyone know how to change the ‘space’ key (to switch to view mode) to other key? or how to assign ‘space’ key to other function?
i tried to change it in hotkey editor, but didn't work.
clay~
i tried to change it in hotkey editor, but didn't work.
clay~
Technical Discussion » I get the Fatal segmentaion error also...2004 style..lol
- highspree
- 1 posts
- Offline
:shock:
I got the same error. I get it when I load tutorials, and now, I had followed Mr. Buzz on some tutorials on networking a few times and saved my .hip file and was able to open it up yesterday, but today, it gives me the error. At this point, I don't mind recreating things, cuz Im new to this program and to modeling and could use the excersise. I know if I knew that VEX code, Id beable to bust out with my own environment an tools, but “Some day I will…I pray that I will…but Today..yes, Today…Im Just a Bill”
The whole fatal segmentaion error wouldn't bother me so much, but some things are coincidentaly happening in sequence, like losing my ability to veiw my objects in any shade mode reguardless of settings I make in display properties, or the footprint and display flags on the tiles. And I even tried to get around this by using surface normal options to select my unseen surfaces in surface selection mode, but I only get these edge-like normals :cry:
The interface changes with the operators and tools I choose, I know this, but it seems to do random changes aswell. I havn't built a shader yet, or even experimented around with them, but sometimes the program would start up in VOP mode(Whole new can of worms for me :roll: )
with that said, I let you in on a lil secret……IM scared to delete them .pref files. The posts on this site are from last year and Im using the newest version and I know that they had to have made corrections for windows by now,. But, If that is the case, I'll delete em :shock:
I know, I know, Boo hoo hoo on me :cry: Im on my way now tho the Classroom to seek advise. And for the other Beginners, I suggest you enroll in the FREE class that is run by Jason Busby “3D Buzz” @ 3dbuzz.com. This man is awesome!!!
I will never ever give up, and hope you all keep pushing your envelops no matter you calibur of Houdini-ship.
Thanks :wink:
I got the same error. I get it when I load tutorials, and now, I had followed Mr. Buzz on some tutorials on networking a few times and saved my .hip file and was able to open it up yesterday, but today, it gives me the error. At this point, I don't mind recreating things, cuz Im new to this program and to modeling and could use the excersise. I know if I knew that VEX code, Id beable to bust out with my own environment an tools, but “Some day I will…I pray that I will…but Today..yes, Today…Im Just a Bill”
The whole fatal segmentaion error wouldn't bother me so much, but some things are coincidentaly happening in sequence, like losing my ability to veiw my objects in any shade mode reguardless of settings I make in display properties, or the footprint and display flags on the tiles. And I even tried to get around this by using surface normal options to select my unseen surfaces in surface selection mode, but I only get these edge-like normals :cry:
The interface changes with the operators and tools I choose, I know this, but it seems to do random changes aswell. I havn't built a shader yet, or even experimented around with them, but sometimes the program would start up in VOP mode(Whole new can of worms for me :roll: )
with that said, I let you in on a lil secret……IM scared to delete them .pref files. The posts on this site are from last year and Im using the newest version and I know that they had to have made corrections for windows by now,. But, If that is the case, I'll delete em :shock:
I know, I know, Boo hoo hoo on me :cry: Im on my way now tho the Classroom to seek advise. And for the other Beginners, I suggest you enroll in the FREE class that is run by Jason Busby “3D Buzz” @ 3dbuzz.com. This man is awesome!!!
I will never ever give up, and hope you all keep pushing your envelops no matter you calibur of Houdini-ship.
Thanks :wink:
Houdini Lounge » advice on pixy dust / nebula looking visuals
- deecue
- 412 posts
- Offline
Hi everyone,
I have kind of ran in to a big crunch for time on a project and could use any recommendations on this.
I need to simulate the look of pixy dust or a nebula. I know they are not the same whatsoever but just want to get at how they would visually look. i.e. really colorful, glowy, mystical, etc..
My thoughts were to do this in pops and i3d (and think this is still probably the way to go) but it has proven to be somewhat difficult to get my cloud to look very thin and dust-like. I want to get it to look very thin in certain areas and very bold areas in other areas and “creases” in the mist.. Also I like the swirlyness they sometimes have… (does that make sense at all?)
Right now I am just using the metacloud shader with i3d and 3d texture fog shader for mantra. I was assuming a low density render with high noise amplitude and low turbulence/frequency.. but not too sure. don't know if i should be going after a lot of particles in this either. I am also rendering out the raw particles in mantra and compositing them with the cloud so i can get some “sparkle” in their..
So yea, I am open to anything. If you've kinda ventured into something like this in the past or just have anything to say, I'd love to hear about..
Thanks,
Dave
I have kind of ran in to a big crunch for time on a project and could use any recommendations on this.
I need to simulate the look of pixy dust or a nebula. I know they are not the same whatsoever but just want to get at how they would visually look. i.e. really colorful, glowy, mystical, etc..
My thoughts were to do this in pops and i3d (and think this is still probably the way to go) but it has proven to be somewhat difficult to get my cloud to look very thin and dust-like. I want to get it to look very thin in certain areas and very bold areas in other areas and “creases” in the mist.. Also I like the swirlyness they sometimes have… (does that make sense at all?)
Right now I am just using the metacloud shader with i3d and 3d texture fog shader for mantra. I was assuming a low density render with high noise amplitude and low turbulence/frequency.. but not too sure. don't know if i should be going after a lot of particles in this either. I am also rendering out the raw particles in mantra and compositing them with the cloud so i can get some “sparkle” in their..
So yea, I am open to anything. If you've kinda ventured into something like this in the past or just have anything to say, I'd love to hear about..
Thanks,
Dave
Technical Discussion » Cannot save file
- NatXotic
- 40 posts
- Offline
I have a file that i can't save anymore with the “Save As” Option.
I can hit straight “Save” which does make another increment and works fine, but even the new file cannot be “saved as”.
I must have accidently made something to that file, but i don't know what.
The error message i get is
“No such file or folder”, even if i want to save it in the root folder.
Anybody ever heard of that problem?
Cheers
I can hit straight “Save” which does make another increment and works fine, but even the new file cannot be “saved as”.
I must have accidently made something to that file, but i don't know what.
The error message i get is
“No such file or folder”, even if i want to save it in the root folder.
Anybody ever heard of that problem?
Cheers
Technical Discussion » Problems assigning a hotkey to maximize a pane
- lisux
- 581 posts
- Offline
Hi again, i'm using houdini 6.0.286 - linux and i can't assing hotkeys to the maximize pane action, Houdini->Panes->Maximize.
I can use only the default hotkey, Alt+', but whrn i assign a new hotkey, like Alt+m, in the session i've just assigned it it works well, i've seen my HotkeyOverrides file and the new settings are ok, but when i restart houdini the last assigments doesn work, i launch the hotkey manager an i can see only the default hotkey, not my custom hotkeys.
It only happens with this actions, the rest of my custom hotkeys works well.
Some clues ….
Thanks
I can use only the default hotkey, Alt+', but whrn i assign a new hotkey, like Alt+m, in the session i've just assigned it it works well, i've seen my HotkeyOverrides file and the new settings are ok, but when i restart houdini the last assigments doesn work, i launch the hotkey manager an i can see only the default hotkey, not my custom hotkeys.
It only happens with this actions, the rest of my custom hotkeys works well.
Some clues ….
Thanks
Technical Discussion » joint flipping with motion capture
- Henster
- 196 posts
- Offline
Hi,
I am importing accliam motion capture data. Overall it looks ok but the joints occasionally flip very quickly. So, at a glance it looks fine but when the character is skinned it looks a mess!!
Can anyone help?
I read the docs and I tried to follow the instructions but they seem a little sparse.
??
I am importing accliam motion capture data. Overall it looks ok but the joints occasionally flip very quickly. So, at a glance it looks fine but when the character is skinned it looks a mess!!
Can anyone help?
I read the docs and I tried to follow the instructions but they seem a little sparse.
??
Houdini Lounge » snap to point with given attribute
- zveris
- 9 posts
- Offline
hi
is there a way to create an expression which would tell point of wan sop to snap to a closest point on another sop with specific atribute?Like look for closes poin which is black and snap to it.
Thx
is there a way to create an expression which would tell point of wan sop to snap to a closest point on another sop with specific atribute?Like look for closes poin which is black and snap to it.
Thx
Technical Discussion » Object trajectory output
- D'n'D
- 22 posts
- Offline
Hi all,
I have a scene with a few animated objects. Lets say a pair of the attack choppers flies through a ravine and at the debouchment of the ravine makes a move and fires their missiles.
For a compositing purpose, I need to convert the trajectories of the missiles toNDC(string camera_name, vector point_position), and output their (X, Y, Z=0) coordinates for each frame to a delimited “Foo.txt” file.
Here starts my guesswork. I suppose, since, toNDC() works at the SOP level, then the whole thing should be happening there as well. Thus, the way I see this algorithm working is
1.Choose a camera.
2.Get the animation range.
2.Choose a Point Group (because one may want to deal with just a point).
3.Get P of GCX, GCY, GCZ for $F.
4.Convert toNDC.
5.Output to “Foo.txt”
6.Repeat p.3-5 till the last frame.
I had my brain really twisted over a couple last days trying to resolve my problem, but I couldn't even figure out by what means this can be achieved.
Any help is greatly appreciated.
Cheers,
D'n'D
I have a scene with a few animated objects. Lets say a pair of the attack choppers flies through a ravine and at the debouchment of the ravine makes a move and fires their missiles.
For a compositing purpose, I need to convert the trajectories of the missiles toNDC(string camera_name, vector point_position), and output their (X, Y, Z=0) coordinates for each frame to a delimited “Foo.txt” file.
Here starts my guesswork. I suppose, since, toNDC() works at the SOP level, then the whole thing should be happening there as well. Thus, the way I see this algorithm working is
1.Choose a camera.
2.Get the animation range.
2.Choose a Point Group (because one may want to deal with just a point).
3.Get P of GCX, GCY, GCZ for $F.
4.Convert toNDC.
5.Output to “Foo.txt”
6.Repeat p.3-5 till the last frame.
I had my brain really twisted over a couple last days trying to resolve my problem, but I couldn't even figure out by what means this can be achieved.
Any help is greatly appreciated.
Cheers,
D'n'D
Technical Discussion » view operation
- clay
- 58 posts
- Offline
i have some questions :
- is it possible to change the ‘tab’ and ‘space’ key that we use for access the houdini menu and doing view operation (thumble,pan etc)
- while i'm working , can i record everything i do to script (edit/modify etc) ? so , it's like ‘recording script’ feature in zbrush. so i can replay it later.
- what script command that associate with panning, zooming, thumbling operation in viewer?
thx,
clay~
- is it possible to change the ‘tab’ and ‘space’ key that we use for access the houdini menu and doing view operation (thumble,pan etc)
- while i'm working , can i record everything i do to script (edit/modify etc) ? so , it's like ‘recording script’ feature in zbrush. so i can replay it later.
- what script command that associate with panning, zooming, thumbling operation in viewer?
thx,
clay~
Technical Discussion » Please help us help you!
- JColdrick
- 4140 posts
- Offline
This should really be a sticky somewhere from SESI, but folks - when you're posting a problem it saves a lot of time if you briefly mention the configuration you're running. It can be as simple as:
Houdini 6.1.208, Linux RH 9
and of course if you're having display problems it's worth mentioning the card you're using and the driver versions.
It saves a lot of time because very often there are known bugs that were fixed in later versions…
Thanks crew…
J.C.
Houdini 6.1.208, Linux RH 9
and of course if you're having display problems it's worth mentioning the card you're using and the driver versions.
It saves a lot of time because very often there are known bugs that were fixed in later versions…
Thanks crew…
J.C.
Houdini Lounge » Labels in CHOP's graph window
- xiondebra
- 543 posts
- Offline
Greetings,
Is there a way to place the data labels in the CHOP's graph window to other locations in the window? They often end up in the middle of the data and you can't read them.
Thanks,
Mark
Is there a way to place the data labels in the CHOP's graph window to other locations in the window? They often end up in the middle of the data and you can't read them.
Thanks,
Mark
Technical Discussion » Problems rendering instanced geometry with prman
- lisux
- 581 posts
- Offline
hi all
i'm having some troubles rendering instanced geometry with prman, i've tested with mantra and the problems are the same.
I'm using a Instance POP and when i render with a renderman ROP, or Mantra ROP, the geometry doesn't appear, instead the aprticles are rendered as spheres.
If i use a point SOP, and there i instanced the geometry the result is the same.
But if i instance the geometry in the object level it works, but i can't apply a shader to the instanced geometry.
In the particle network there isn't any render POP.
Somebody knows what is wrong, what is the best method to instance geometry into a particle system?
Thanks
i'm having some troubles rendering instanced geometry with prman, i've tested with mantra and the problems are the same.
I'm using a Instance POP and when i render with a renderman ROP, or Mantra ROP, the geometry doesn't appear, instead the aprticles are rendered as spheres.
If i use a point SOP, and there i instanced the geometry the result is the same.
But if i instance the geometry in the object level it works, but i can't apply a shader to the instanced geometry.
In the particle network there isn't any render POP.
Somebody knows what is wrong, what is the best method to instance geometry into a particle system?
Thanks
Technical Discussion » 2 different materials on the same surface, layers
- uniqueloginname
- 330 posts
- Offline
Technical Discussion » spaces question
- JOEMI
- 128 posts
- Offline
I already read here about troubles with space conversion - all I undestood - that we have some adventures with these procedures. I only wish to know, if we have in VEX at SHOP-context ever globals defined at “camera” space ( refer to /houdini/vex/html/functions.html#qr_xform) Also, there are defined more spaces like “texture”, “object”, “world”. OK, it if grateful, but we have not any data defined at that spaces an we have not FUNCTIONS translating from CAMERA space to any other. There are funcs to transform between other spaces, but I can't “enter” them from camera space anyway. May be it is documented at some other place, as SESI has such practice - to make us nuzzleing whole refernces and manuals with ordinary tasks . Please, help me, I really confused.
Thank you!
Thank you!
Technical Discussion » hscript and rendering on multiple CPU's
- the_squid
- 132 posts
- Offline
I know there's a way in hscript to send out multiple frames to multiple CPU's from one host (like a queue.) Anybody have experience using this feature? :shock: :roll:
Technical Discussion » Softbody Dynamics
- ambient-whisper
- 53 posts
- Offline
howdy.
ive been playing around at adding some softbody to skin, and using the spring tool its easy enough, but i cant seem to get any good results with it, for areas like a belly, underarm, legs. etc.
ive looked on the net and in the docs, to try and readup on effective ways of achieving what i want. or atleast anything that could point me in the right direction.
right now im thinking that the softbody pop will do the trick, but there really doesnt seem to be much documentation for me to reffer to, that explains how to add softbodies that work.
ive been playing around at adding some softbody to skin, and using the spring tool its easy enough, but i cant seem to get any good results with it, for areas like a belly, underarm, legs. etc.
ive looked on the net and in the docs, to try and readup on effective ways of achieving what i want. or atleast anything that could point me in the right direction.
right now im thinking that the softbody pop will do the trick, but there really doesnt seem to be much documentation for me to reffer to, that explains how to add softbodies that work.
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