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dedeks3000

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About dedeks3000

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  • Name dedeks3000
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  1. Try the attribute SOP node, for more details look at this video (seen last week so ...) :
  2. Hy Anto , The purpose of the file i posted is to show that if you dive into the bone at sop level , you can query some useful info without using any sort of "m4 * invert + local - maya" If you create a point with an add sop , at (0,0,0) location it correspond to the root of the bone , at (0,0,-length), you get the tip. That's it ! It just act more like a point helper and is limited to position (no orientation) PS : your posts are always instructives
  3. Look here : http://www.sidefx.com/docs/houdini/vex/functions/optransform
  4. Look inside the bones (SOP level).Hope it helps you. PS :What is the purpose of the boxes ?????? wing_01_a_078.hipnc
  5. Strange it works for me , here's a sample example file (very simple), your chop is already connected to your obj xform , look at the channel chop or the name of the channel , you have something like my_object:channel_name (null2:rx for example) Bonne continuation avec le Hou ! simple_pose_001.hipnc
  6. Is the pose libary really necessary? Have you tried to set up a channel group (in the animation editor) This channel group just act as set of channels. from the aim editor , right click the group and go to motionfx--> create pose It will create a chop network for you with channel chop with many differents poses (so differents channels chop) , the set export button apply the desired pose to your object. Hope it help you
  7. Hie everyone, I'm using the surface CHOP constraint ,with mode set on Closest Distance , it works well but it only output xform SRT channels and i need the resulting uv position on the surface, I' ve found a solution but too complicated to setup.(SOP + expr + ....). Did someone know how to do it in CHOP ? Thanks
  8. HAPPY HOUR (MONTH???) SIGGRAPH 2016 Conference Content (for a limited time) : http://www.siggraph.org/learn/conference-content
  9. For me , the Atom method seems OK but instead of using the export flag in your parm , just use the chop() expression directly , and in your code just reference your parm with ch() expr. Concerning CHOP and his future , Houdini 16 come with really good stuff , look at the constraint system and the channel Wrangle . On the other hand, accessing chop data directly from vex code would be great vex read chop.hipnc
  10. I think that your "chattr" function is used with the wrong input . From the docs , the function read value from the connected CHOP input
  11. http://martindevans.me/game-development/2015/12/11/Procedural-Generation-For-Dummies/
  12. I forget to put some notes in the file i post. The up vector is accessible in the object param at object level , below the motion path setting, i just set this vector to (1,0,0) as your null travel in the YZ plane.
  13. Hope it help you. When moving object along a path , pay attention to the orientation of the up vector to avoid flipping issue. What is the purpose of the null obj in your scene file ? ap_pop_trails_loop-D-loop_01.hipnc