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michael

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michael last won the day on August 15 2016

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About michael

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    The Deaf Stamp!
  • Birthday 09/27/1971

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  1. I've often looked back on the network(s) I'm using and thought "shit - this is crazy" and tried to go back and simplify - it's a good idea generally but it's a mistake to look at Houdini's node network(s) and think there are 'too many nodes' every DDC app worth using builds the same insanely complex networks - the difference is Houdini shows them to you...
  2. you can also try the good old wire object make the wire 'width' thick enough to represent your fish, then just sim the wires, capture/deform the fish with the wires: used this here:
  3. yep - Path parameter has been hidden also - there is a Follow Path tool on the Constraints shelf. I think there might be a bug with the focus handle but you should be able to put an expression in that parameter to measure the distance between the camera and the object.
  4. nope. you'll not find this is any DCC app the best you can do is export from Maya as FBX and use that as I guide to rebuild the rig.
  5. the LookAt parameter has been deprecated in favor of the new CHOP based constraints. (it IS still there if you Edit Parameter Interface and show hidden - but use the constrains instead)
  6. this is a nice RFE - please submit it
  7. please submit these as bugs/RFEs
  8. here is one way clavicle_follows_wrist.0.hip
  9. this looks pretty good: http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
  10. it should be easier than this (I think there is a bug in the capture layer paint) but here is a file that will work simple_wire_paint.2.hip
  11. scripting/programming come into play in a number of different areas and to differing degrees. the most basic kind of scripting would be something like a channel expression - in the TX parameter of an object > sin($F) or a reference to another channel "ch("/obj/someOtherObject/tx")" these kinds of scripts can be simple or very complex and written in hscript or python VEX ( http://www.sidefx.com/docs/houdini/vex/_index ) would be used to write 'custom nodes', a wrangle is just a container for vex script that does stuff, which makes the wrangle act like a custom node. vex is super powerful and can do lots of things that would be hard or impossible with Houdini's default nodes alone. Houdini has HOM (Houdini Object Model) and this exposes most of Houdini in a python interface - so you can write custom nodes, tools with UIs etc and just generally interact with Houdini using python. so it really depends on what you're doing, what your end goal is at any particular time. having a good foundation in scripting/programming means you're better able to take advantage of these things to get work done.
  12. without seeing you file it's just a guess but - it's probably a collision geo issue. turn on Show Guide Geometry to see the blue collision geometry
  13. You could start with the documentation then try to tutorials at SideFX - https://www.sidefx.com/tutorials/vexvops-01-intro-to-vex-and-vops/ https://www.sidefx.com/tutorials/vex-wrangle-workshop/ https://www.sidefx.com/tutorials/houdini-illume-webinar-vex/ Matt Estela has some great info on Tokeru: http://www.tokeru.com/cgwiki/?title=HoudiniVex
  14. gtoup node

    the group node has been split into individual nodes, older tutorials will not reflect this. what kind of group are you trying to make, or what kind of operation are you trying to do? put down some of the other group nodes and have a look at what they do.
  15. you'll want all your textures to have the same naming pattern.