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rich_lord

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rich_lord last won the day on May 25

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About rich_lord

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    Richard
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    Seattle
  1. Making Joints Follow Points

    Aha! The rotate order was set incorrectly in the Extract Transform VOP! Problem solved.
  2. Making Joints Follow Points

    Ok, so I have the joints following the position of the points, but I can't get the orient converted into the correct Euler angles. I followed this thread here to get the maths for the conversion, but none of the tips work. The orientation is always off somewhat. Anyone know how to properly convert the Quaternion Orient attribute into Euler angles? point_to_joint.hiplc
  3. Making Joints Follow Points

    Thanks for writing all that out MrScienceOfficer. I haven't done any python in Houdini yet, so this gives me a good start.
  4. I've got a bunch of points that animate, and have an orient attribute. I'd like to make one joint per point, and have it follow the position and orientation of the points. Eventually I'm going to export them, so I need them to be Obj level joints. Are there any good ways of doing this proceduraly? I can think of ways to iterate through the points at SOP level, but I assume these joints will need to be at Obj level. The attached file is just an example. There's a bunch of points moving around with an orient attrubute. Any thoughts much appreciated! point_to_joint.hiplc
  5. Oh never mind. After using the scene for 10 minutes, the assignments are not displaying properly again. GRRRR! Now though they are using a completely random shader.
  6. I did, and that didn't work either. I was tearing my hair out, then the email for H16.5 dropped and I just finished upgrading. Scene works fine in H16.5!
  7. Sadly, its not that.
  8. Does anyone else have a problem with SOP level material assignments randomly stopping displaying properly in the viewport? This is happening across several computers, so I'm assuming its not a graphics card issue. The image renders fine. Its just the viewport. Once the assignments are gone, I cant get them to display again. Everything just renders with a grey shader. If anyone else has seen this, you know of any workarounds while I'm waiting on the bug feedback from SESI.
  9. scaling packed primitives in dops

    Hi, I don't have Houdini on me to look at your file, but I got scaling working in packed prims, and I put a file here: http://richardlord.tumblr.com/post/157573190741/hip-file-example-of-how-to-scale-packed Hope this helps. Sorry I cant look more closely at your problem.
  10. Hello. I'm using a model which is rigged up with a spring constraint network. I'm then copying this around multiple times and using the pscale attribute to get different sized setups. Everything works great, but the spring strength does not scale in the copy node (obviously), so each rigs springs act wildly different. So my question is: What do I need to multiply the spring strength by to make it scale at the same rate as everything else? I would of thought just multiplying strength by pscale would do it, but no, the springs act differently across the setups. So does anyone know the formula for adjusting the strength of a spring in relation to the amount the objects it is constraining scale?
  11. rotating in increments

    Thanks @ikoon. It works great, and now I know how to apply scripts too! This tiny script will save me hours. That's true @f1480187. That's the response I got from sideFX when I RFE'd this. The ladder does technically work, but its not a very good method for what I need though. I want to see if Houdini would make a good tile set editor for games, and I see the incremental snap feature as a pretty big deal for making that easy to work with. Its not easy to use the ladder to get exact numbers, particularly if they are not whole numbers. For instance, consistently, and quickly, getting values of 22.5, 1.25, 72 is not easy to do once. Imagine doing that thousands of times as I'm laying out a bunch of tiles where the numerical value is paramount. Maya and Unity integrate step snapping into their apps in a much simpler way than Houdini's ladder, which is great for some things, but crappy for this. Anyway, I've got a few hacks and workarounds now, including making big grids of points, and snapping to them. It's not ideal, but should let me test out some of the other features I need.
  12. rotating in increments

    Ok, will do. Anyone know how to script this behavior in the meantime? Is that even possible? I guess it would be ok(ish) right now to press a hotkey and have the object rotate by 22.5 each time I press it. I only need to rotate things around Y for now. For the translate snap, I can use grid snapping for now.
  13. I'm hoping I'm missing something basic, but is there a way to turn on incremental snapping for the rotate tool in Houdini? I'd like to set it so it rotates in increments of 22.5 I'd also like to do the same with the move tool. Have it only move in increments of 1. Thanks.
  14. Prefered Node Color scheme

    I think there's too many different types of tasks to have one coloring scheme that works well for everything. Usually, I use colours to group nodes that do similar tasks, or mark nodes that contain important parameters. The only standard color I use is green for inputs and outputs.
  15. ASUS Zenbook 4K Cinematic

    Nice one. There's a lot going on for such a short video!
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