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  1. fill volume with complex fem object

    If you are trying to get a watertight mesh you can add a divide node after your geo, and check on remove shared edges. Then merge your geo and the shared edges and add a fuse node.
  2. Hey thanks for these two great solutions!! Both ideas work. This is pretty much what I had in mind! The only thing that is a cheat per-say is that imagine this is a cache so there isn't a curve to resample so get the curveu attr as easily as you did... but it looks like the only reason you did that was to get the correct order of the points and I think you can come up with this after the wrangle. The whole idea is that there is a human body 4 limbs and a torso and I find the center points of each limb and torso(basicallt creating center curves through the model) without splitting the model. I wanted to get this to work on a tube as a human character is basically cylinders. with this solution I would still have some work to do in splitting the mesh and find the rows and colls. This is a great step in the right direction, thank you for this! Rob
  3. Hey Thanks for taking a stab at this! That is a really interesting solution. and it works for this example. But if I changed the geo it wouldn't work. I was wondering if there is a way that I could do it with a vol. My idea is (I just don't know the proper vex function), scatter points in the vol of the object and find the center line of the vol and push the points to the center line. Is there a function for this?? or I was thinking maybe find the center of the edge rings and then addpoint to the center of the edge ring. But Then I don't know the vex function to get the center of each edge ring. Let me know if these Ideas can help find the solution! thanks for your help Aragatory. Rob
  4. This is probably not as hard as I think but I'm trying to find a way to draw a line down the center of an animated object using vex. I have a tube that is a cache and it is deforming. The points and polys don't change. I want to create a curve that goes directly down the center of the tube. I was successful by manually deleting some poly loops, and using a divide node with remove shared edges and then packing the shared faces then using an add to connect the center points, this is a quick and DIRTY way that worked. But I would like a more robust procedural way of doing this, if I had a lot of objects this way would be a pain. I have attached a .hip for if someone would like to help me out with this it would be much appreciated thanks in advance. Rob FindthecenterTest.hip
  5. Is there a environment variable that will allow Houdini to open in manual when Houdini is fired up? That being said, is there an env variable that will also allow me to save incrementally? Thanks for your help Midi
  6. 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
  7. Ramping into a group in POPS

    Perfect... I was over thinking it! Thanks!!
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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!