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AntoineSfx

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About AntoineSfx

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  • Name
    Antoine L
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    France
  1. I'm trying to unpin a texture from a still picture, but I don't manage to display the four handles of the unpin node on the input node. The handles are specified in terms of coordinates on the input node, so I need to be able to have the handles of one node displayed on the input node. How do I do this ?
  2. Multiple edits in one edit node

    I'm pretty sure H added an additional edit node each time I applied changes to a different group, making a chain of edit nodes, each with its own group. Now I can't find the previous edits. I'm on 16.5.323
  3. Multiple edits in one edit node

    not exactly what I meant; I meant two transformations on two distinct groups. I can only the latest group. But there is another group with another transform that I can't find. By successive, I meant successive applications of the handle / transform tools on different groups
  4. Multiple edits in one edit node

    When you modify the vertices in an Edit node, using the GUI to select and the scale handle to scale, where are the successive modifications stored ? I can only see the latest one, with its group and the transformation matrix, but I can't find the previous one. I know it's stored there because I can bypass it, but I can't find it..
  5. Thanks a lot. I'm fixing the rotation so that it starts rotating at the same time it starts displaying the rotating version. Also, it looks like it's a bit expensive to run on the extruded node, so in this case, I moved the for loop higher so that it runs after the text itself, an corrected the pivot by translating it half of the polyextrude distance.
  6. Interesting. I'll have to learn how those loops work exactly. That's almost exactly what I had in mind
  7. So , I have a Font piped into a Polyextrude. I would like to be able to control the rotation of each letter, with something like a delayed rotation, where the delay increases with x. So I have found that I can iterate over the primitives in a Primitive Wrangle, but I'm not sure where to go from there. There is a textindex attribute on each primitive. I assume I have to compute a transform for each point, using the textindex information to compute the center of the letter, but I 'm not sure how to iterate over the points / primitives.
  8. At geometry level, let's say I have two boxes merged together. Somehow, with box1 selected, I can't find a way to click box2 to have it selected, for example to translate or modify it with the handles. I assume I have changed a selection somewhere that prevents me to do it, but I can't find it. I only manage to select faces and points for the currently selected primitive, but I can't switch to another primitive .. I could swear I was able to to it past week though.
  9. I would like to have two unrelated network views in two tabs, but they keep on syncing each other, and it's unclear when it happens. When does this happen, what's the use case for two different network views syncing each other, and how can it be prevented ?
  10. Keyboard shortcut to toggle template visibility

    Yes. Do a CTRL + ALT + SHIFT on the UI you want a shortcut for, then configure it. Also you can run run that dialog with edit hotkeys. You want a shortcut for: Cycle View context, but CTRL + ALT + SHIFT will tell you that Also, be aware that if you are running Windows (at least 7), shift + alt will also change the keyboard layout if you have several ones already installed, which can be confusing because it's done silently.. Edit: Sorry, I misread the question, I thought you were talking about other objects visibility.
  11. Scatter points on displaced surface

    Yes. See the paragraph Making scattered points stick on changing geometry in the scatter node documentation.
  12. For example, after creating a static object from a box, I would like to have that information visible somewhere, until the next operation completes or starts. Right now, all I have is an uninformative "Accept" at the bottom of the scene view. Or worse, nothing at all if something is already selected before I click on the shelf tool; it just silently adds nodes somewhere without feedback. Something like Unix tail -f /var/log/messages
  13. Do FEM solids bounce ?

    ok I have this more or less working.. The kinetic energy just seems to disappear too fast, and now the object sometimes explodes after a few frames.. I know that computational geometry is full of nasty edge cases , and that https://www.cs.cmu.edu/~quake/robust.html IEEE 754 is not associative, hence .. problems sometimes. Is there a way to systematically correct those problems when they appear ?
  14. Do FEM solids bounce ?

    A simple setup with a sphere as FEM solid with its parameters set to rubber has a weird behavior. After touching the ground, the kinetic energy somehow dissipates but it doesn't translate in a deformation of the soild, so I'm wondering where the energy went. I'm assuming it's just not modeled by this tool, so it's not the right tool to do a bouncing ball effect. Is this what the hint on the shelf tool means by not very elastic ?
  15. I have tried and various combination of Houdini 16.5 releases and OS, and I can't manage to create more than one grain object (dry sand) with the shelf tool. I can certainly do it without the shelf tools, but H keeps on throwing this error after the first grain object: Traceback (most recent call last): File "dynamics_popgrainswet", line 4, in <module> File "/opt/hfs16.5/houdini/python2.7libs/doppoptoolutils.py", line 650, in createSandSource landinnode = createSandSourceFromObject(origobj, style) File "/opt/hfs16.5/houdini/python2.7libs/doppoptoolutils.py", line 437, in createSandSourceFromObject 0, 0) File "/opt/hfs16.5/houdini/python2.7libs/toolutils.py", line 357, in connectInputsAndOutputs connectMultiInputsAndOutputs(newnode, branch, inputs, outputs) File "/opt/hfs16.5/houdini/python2.7libs/toolutils.py", line 338, in connectMultiInputsAndOutputs outputs[i][2]) IndexError: tuple index out of range The tool itself is : import doptoolutils import doppoptoolutils node = doppoptoolutils.createSandSource(kwargs, style='pointwet') Right now I don't feel like debugging Python.. I assume Sidefx has not released Houdini 16.5 with a broken shelf tool ? .. So I'm wondering how it could be caused by my setup
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