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About Maurits

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  • Name Maurits
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  1. Hallo Konstantin I finally had time to go trough my old work and find an example file. It takes a curve or line and creates transform handles for each point. The handles are then linked to parameters. From the parameters they could be linked back to attribute data. I't might be possible to directly attach handles to attribute data but i'm not sure about that. Hope this helps you on your way. custom handles.hipnc
  2. Not sure, I did what you advised and removed or changed some of the environment variables.But I got something to work with Getting VS to work is just a luxury for me now. Thanks for the help!
  3. Maybe this helps. its written for adding 45 degrees to the up normal, but the code could maybe also be used or converted to work for your goal. v@up; float angle = radians(45); float cs = cos(angle); float sn = sin(angle); @up.x = v@at.x * cs - v@at.z * sn; @up.z = v@at.x * sn + v@at.z * cs;
  4. Hey You can add handles and link them to parameters using hscript. What I did was use Python and from there call hscript to create handles, Unfortunately at this point in time i don't have any example code or files. Have a look at http://www.sidefx.com/docs/houdini/commands/pomadd But i do remember having difficulties deleting the handles afterwards, and having memory leaks. It's not much but hope it helps.
  5. I Got hcutom to compile a sample node, and it works in 16 event though hcustom crashes afterwards, but that could be the same as another post about it crashing on windows 10. Unfortunately Visual studio still fails to compile for me at this time. At least i can start with experimenting and learning to make node's / vex functions Unfortanite i't did not help I tried 2015 with the latest stable build of Houdini 16 but still it failed.
  6. I have a similar problem when compiling using hcustom.
  7. Unfortanite i't did not help I tried 2015 with the latest stable build of Houdini 16 but still it failed. HDK_test.log
  8. Hallo all. If been trying to get the HDK to work on my pc, but what ever I try it fails to compile. I tried both visual studio 2012 and 2015, and using the command line hcustom, I have 2 version of Houdini on my PC Houdini 15.0.465,Houdini FX 16.0.504.8 on a windows 10 pc. Searching for possible solutions didn't yield any results either, so I was hoping someone here could help me out. Thanks in advance . Included are the error logs for both VS. vs2012.txt vs2015.txt vc2012.log vs2-15.log
  9. I had a similar issue where after changing frame it would stop playing. From what I got out of it is that the set frame and play command are executed within a single frame and therefore do not work as intended. In my case I fixed is by setting the set frame on the start of the code and the play at the end, so by the time the play was called enough time had passed. The code below might offer some help. it used a event callback to see if the frame has changed to frame 1 before calling the play option. Afterwards it removes the callback. def outputPlaybarEvent(event_type, frame): if event_type == hou.playbarEvent.FrameChanged and frame == 1: print event_type hou.playbar.play() hou.playbar.removeEventCallback(outputPlaybarEvent) return False hou.playbar.addEventCallback(outputPlaybarEvent) hou.setFrame(1)
  10. Hey try in a wrangle sop: vector P2 = point(0, "P", @ptnum+1); v@normal = normalize(@P-P2); This will generate a normalised normal from point 0 towards point . But the basis is to subtract position B from position A. You do might have to add an exception for the last point so it used point 0.
  11. Looks a bit like a wormhole. but still look really nice
  12. You could make use of the "find shortest path" use the result from transform 1 as the first input and the curve on the second. Then in the find shortest path insert al list with the desired start point and end point from the curve. for a 3 point curve this would be 0 1 for start end 1 2 for end. Change the output Path to "From each start to corresponding end. This results in a line fallowing the shortest path on the grid to each point. You can then copy boxes to each point and you have a corridor.
  13. I think you can put in a float but it will be converted to a int so it would still work. But you don't have exact control on hw it's converted to an int. So you would have to use Ceil, floor, round or int to get control how it's done. Never mind my comment above forgot about the fact that random is an overloaded function.
  14. As I was not completly sure of what you wanted as result here are 2 things you can try. First you could change your first addvertex from addvertex(0, new_prim, @ptnum); to addvertex(0, new_prim, new_pt-1); and change the start value of i to 1. This will create a new primitive with the newly created point and the previous created point instead always using the same starting point. A second option is to change the order of your vex to this. int new_prim = addprim(0, "polyline"); addvertex(0, new_prim, 0); for(int i=1; i<5; i++){ vector newP = @P + {1,1,0}*i; int new_pt = addpoint(0, newP); addvertex(0, new_prim, new_pt); } This will create a single curve containing all points from 0 to 5. Hope one of these if what you're looking for.
  15. Generally in programming [] mean it's a list or an array. From the description, the function returns a vector and by using [0] your basically saying I want from this vector the value at index 0, which would be the x axis. Where other functions often return a more specific value instead of the whole vector.