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dedeks3000 last won the day on March 12 2016

dedeks3000 had the most liked content!

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  1. cd to your different location ($HFS),source and run or create alias in your bashrc file(is that work ?)
  2. Use an edit sop node , select your reference point (the yellow one)with the handle tool , copy the pivot location(let's say x), select the points you want to align , revert to default the pivots values (000) , paste tour previous value and scale to 0 in the right axe, commit at the end
  3. Your transformations are not at sop (geometry) level but at the chop level , and the final output at the object level, so it's exactly what you want. Why the constraint network is inside sop , i don't know , perhaps to mimic maya hierarchy ( as in the outliner). parent_cnst_test_001.hipnc
  4. just write i@size =len(i[]@parm); I must admit that houdini and arrays it's a big story.
  5. Try the attribute SOP node, for more details look at this video (seen last week so ...) :
  6. 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
  7. Look here : http://www.sidefx.com/docs/houdini/vex/functions/optransform
  8. Look inside the bones (SOP level).Hope it helps you. PS :What is the purpose of the boxes ?????? wing_01_a_078.hipnc
  9. 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
  10. 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
  11. 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
  12. HAPPY HOUR (MONTH???) SIGGRAPH 2016 Conference Content (for a limited time) : http://www.siggraph.org/learn/conference-content
  13. 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