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  1. Hi I can't seem to export my rigged character from Houdini as an FBX to come into Motionbuilder with the bones. It seems that only the nulls and controllers are coming in (which is the opposite that I want). I am using 16.5 and it looks like there has been some changes in the fbx export. Has anyone done this successfully? What where the FBX settings? Thanks in advance for the advise. Rob
  2. Ramping into a group in POPS

    Perfect... I was over thinking it! Thanks!!
  3. I think this is prolly an easy answer and I know I should know this. I have a pop net and I have to points enter a group based on the age, and once they are in that group a pop force takes over. but as of now they kinda pop as soon as that force takes over. is there a way to ramp into that group rather than it being an on or off so there is a smooth transaction into the pop force. Thanks for your suggestions in advance!! Rob
  4. Cycling animation cycles

    WOW thanks for the quick reply!! This is a nice solution I'm defiantly going to give it a try. I would love to use the crowd tools although I have never. Do I need the rig to bake out an agent? or could I just bake out the alembic geo as an agent and skip the collision joints and configure joints steps? Thanks again Rob
  5. Hi guys, I'm trying to come up with a solution to cycle through animation cycles and instance them onto points. Basically I have a few alembic animation cycles (exported from maya). They all loop seamlessly. They are a butterfly waking up and taking off. The first cycle is: opening his wings and getting into position 1. The second is a resting state, minor wing movements, and staying alive. and the third is a flutter and take off. The idea is to populate the butterfly onto points, have them cycle through the animations, and then have the points fly away taking the butterfly with them (on the third fly away cycle). I am just having problems coming up with a nice and neat solution for having these cycle through the animations. Idealy it would be great if I can find a way to have control to stay in the second state a bit longer on some then others. I hope this makes sense. If anyone has any idea this would be fantastic!! Thanks in advance Rob
  6. I'm trying to figure out an expression to use in a time shift, that will give me a posterize time effect (after effect plugin) on a cache. I want to play every 6th frame with a hold in between. the frames would look like 111116666612 ect... It seems simple but I just can't seem to get it. Any suggestion would be a great help. Thanks Rob
  7. Hi Guys, I'm trying to get a tool that I created to render on a farm. It's a multi-container sim tool for volumes. All the tool is, is a ROP Geo node in a subnet that I tell to iterate over a sop output. I give it a min and a max and a current iteration value. This is the Code: def render(): node = hou.pwd() min = node.evalParm('from') max = node.evalParm('max') sop = hou.node(node.evalParm('soppath')) for n in range(min,max): node.setParms({'current':n}) print node.evalParm('current') sop.cook() hou.parm(node.path()+ '/sim/execute' ).pressButton() It works locally beautifully, but when I submit it to a farm it just sim's the same "current" iteration, over and over not iterating as it does locally. I imagine the farm runs the render command and then once it's finished it runs the entire function again (but I could be wrong) instead of running through the loop. or its just not iterating the current value. Sorry if this is a bit vague. Does anyone have any experience with this stuff I would love a little help. Thanks Rob
  8. Translation matrix help

    Hey F1 Thanks for getting back to me! I thought the center ring was the issue. I had the aim in there at one point but looking at the file I sent you it dropped off some how. I really appreciate your help! Rob
  9. I'm trying to create a translation and rotation matrix to move an object back to the origin. I have very little experience building these. I have a fetched my vectors from my object and they seem right. and then added them to a float to matrix then added a matrix3 to 4, gave it the translation data then exported the matrix attrib. when I multiplied the matrix data to the original point info it works although there is a slight rotation to the object, I can't figure out where its coming from. Sorry for the long winded explanation. I have attached the file to this post. any help is much appreciated. matrix_test.hip
  10. Eye of Sauron!

    I'm trying to make a version of the Eye of Saroun from LOTR. I am just curious if anyone has any suggestion on where they would start to tackle this effect. The way I have started it (and haven't gotten a good result). I am emitting particles from onto the sphere and they are being attracted to the tower sides via pop attract. I use the particles as a fluid source and start to create a pyro sim for the fire. The fire is fairly uncontrollable and tooo big. I would love any suggestion on how to begin to set this up. would this be better as a particle solution entirely? and no Pyro. Any suggestion is much appreciated. Thanks!
  11. Noise Direction question

    Both of these are great solution! thanks so much for getting back to me!
  12. Does anyone know a way to get noise on a animated sphere that to offset in opposite directions from the center? I have attached an image of what I'm talking about. any help would be much appreciated. Thanks
  13. I'm trying to run a sim in the background from a file cache. I set the output and frame range. I hit Save to disk in the background. The scheduler pops up and says that the job is complete after 1 sec, but nothing has been cached? Has anyone experienced this? it doesn't seem to be throwing an error (unless I'm not looking in the right place). I have administrator privileges and i'm rendering on only one machine. Any suggestions would be great. Rob
  14. HI I'm trying to create a tool that Matches IK to FK in a click of a button, using python. Everything works great untill I copy the translation information from the tempNull (Which is put in place to act as the pre-transforms for the IK) to the ikHandle. When I run to tool they both fly off in to space? when I was hoping that the ikHandle would snap to the end of the bone. I'm assuming that this has something to do with pre-transforms but I can't figure it out. I have attached 2 still's as one is of the tempNull working correctly and snapping to the end of the bone (before I copy the transforms to the ikHandle) and the 2nd is the tempNull and the ikHandle shooting off into space. Has anyone experienced this? Sorry if this is vague, any help is greatly appreciated Rob
  15. Hey thanks so much for having a look at my code. but its turned out to be something so insignificant!!! as it was just the "k" in my FKControl was not capitalized and I over looked it a million times! until I finally saw it. The set pending was a good suggestion though! but I just wanted to let you know why I use a set pending there. Its because if I did have a keyframe set and then I ran the script (with only a set() not setPending()) it would set a key. setPending will return the value without setting a keyframe. so that the animator isn't setting keys accidently. It forces the animator to set the key manually (warning: if autokey is on, that will override the setPending()). I really appreciate you guys giving this a shot though!! thanks Rob