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edward

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Everything posted by edward

  1. What happens if you render the agent in Mantra?
  2. VDB Visualize Tree SOP or perhaps Volume Slice SOP depending on what you need.
  3. Just the heads or the entire agent? For the entire agent, probably a POP Look At. For just the heads, see http://www.sidefx.com/docs/houdini/crowds/states#lookat
  4. When it better to uses Volumes over VDBs? - When you don't have as mentioned above - When you have a data on nearly every voxel, making it not sparse anymore.
  5. PolyFill is one of the new options in H16 to cap holes. It's worth a try.
  6. Is your .hip file logged with steps to reproduce? We have lots of code to deal with these situations. Furthermore, I've created set ups where I've had networks loop back on itself as part of its normal operation.
  7. I spoke with one of the paper's author and he mentioned that, "The implementation of the underlying MPM solver was done in OpenVDB and all the meshing and renderings where done with Houdini (using the native VDB nodes)."
  8. If you mirror all the IK bones using the object viewport's Mirror tool, it should copy all the IK solver and goals for you.
  9. Hand-keyed is probably still "audio driven animation" albeit with a lot of manual work. The other aspect is that there's nothing wrong with manual tweaking on top of a procedural solution as well.
  10. How would $FD / $FFD behave differently to solve the issues?
  11. The traditional resource for this is the e-book "Simultaneous Music, Animation, and Sound with Houdini" by Andrew Lowell. However, his site is now down so I don't know if it's still available for purchase. However, I think Peter Quint's tutorials are still available: https://www.sidefx.com/tutorials/chops-and-music-driven-animation-i/ https://www.sidefx.com/tutorials/chops-and-music-driven-animation-ii/ https://www.sidefx.com/tutorials/chops-and-music-driven-animation-iii/
  12. What I was trying to say is that if it did get interpreted as $FF, then cases like the example I gave would get the $SHOT into the frame, thus breaking the workflow for the people using that convention.
  13. I'm pretty sure that this link error: undefined symbol: _ZN7openvdb11v3_3_0_sesi4math9TransformC1ERKSt10shared_ptrINS1_7MapBaseEE is caused by not compiling everything with -DOPENVDB_3_ABI_COMPATIBLE. One of the differences when this is defined is whether OpenVDB uses std::shared_ptr or boost::shared_ptr.
  14. I think the modern workflow is to use TopoBuild with something like the same geometry fed into both inputs.
  15. I pretty sure I've seen sequences from customers where they used conventions like: file.$SEQ.$SHOT.$F.bgeo ...
  16. In general, full round-tripping is not feasible because it won't work unless Houdini solved the HIK rig exactly the same (eg. use the same source code) as the other DCC packages.
  17. H16 requires gcc 4.8 or later. To be safe I think I would try gcc 4.8
  18. Try adding this to your Makefile THIRDPARTYDEFS += -DOPENVDB_3_ABI_COMPATIBLE
  19. You need to compile with -DOPENVDB_3_ABI_COMPATIBLE (ie. define OPENVDB_3_ABI_COMPATIBLE) when you build your HDK plugin. This was accidentally left out of hcustom in early builds and looks like it's missing in the shipped Makefiles still.
  20. What do you mean exactly by "properly" ?
  21. Why does that require full round-tripping? It requires that you round trip, sure. However, you don't need a working HIK rig back into Maya after you've processed it in Houdini. You just need something back into Maya that you can render as expected. ie. you can tolerate baking of information when exporting from Houdini.
  22. I'm not sure that your mentioned uses cases for the FBX really requires full round tripping, which is why I was asking what you what wanted to see in HIK import support. HIK is solver metadata in the FBX file, so I think the most feasible thing as an RFE would be to just ensure that Houdini can import animation from an HIK rig.
  23. VDB Combine can used to take the union of all merged VDB primitives from the second input, if you set the operation to "Flatten All B into A". So you can just use Merge for all your VDB primitives and pipe them into the second input of VDB Combine. For the first input, you can just use an empty VDB of the appropriate voxel size created using the VDB SOP.
  24. In Houdini, the segments between keys contain expressions that are evaluated. When you enter expressions in Houdini parameters, a key is created to contain the expression for evaluation. For bezier() keys, the bezier() expression just takes the values/slopes/accels of the adjacent keys and gives you the result of a bezier interpolation. See this post for a sample expression for linear(): https://www.sidefx.com/forum/topic/13381/?page=1#post-63380 So for something like your tween function, it would just live on the segment and know exactly the time range it needs. Maybe it just needs to passed "bounce", but then maybe you should have a class of tween functions like bounce(), etc.
  25. So it sounds like you're not interested in the full body IK aspect of it? If you just care to import HIK rigs via FBX, and then export then that probably works right now. On export, I think you'll lose the full body IK stuff though as Houdini doesn't know to import those.