# rich_lord

Members

243

• #### Days Won

13

rich_lord had the most liked content!

184 Excellent

• Rank
Initiate

## Contact Methods

• Website URL
http://richardlord.tumblr.com/

• Name
Richard
• Location
Seattle
1. ## Learning DOPS, motors, constraints etc

Also, here's a silly rolling system - http://richardlord.tumblr.com/post/174710941301/rolling-system-silly
2. ## Learning DOPS, motors, constraints etc

I found this lying around on my hard drive and wanted to throw it up so it didn't get lost. Its a simple effect with VDBs cutting away a surface, then using those cut points to render concentric circles at render time. I've seen this effect before. This is my attempt at it. Hips can be got over here. Don't forget to re-render the ROPs that generate the point data for mantra. Otherwise you'll get a black surface at render time.
3. ## Learning DOPS, motors, constraints etc

I don't know if this is useful to anyone else, but I often find that I need some simple shapes to run experiments on, but I never bother to apply consistent uv's. So I started a hip file which has some common shapes in it already uv'd. They all retain a uv size where 1m equals 0-1 in uv space. You can easily then scale the uvs after if you want a different rez. There's also one in there that just takes a faceted model and splats consistent uvs on each facet. Theres loads more I want to add, but I thought I'd just make a handful and see how useful I found them. Heres where you can get the hip - http://richardlord.tumblr.com/post/172592883216/shape-library-i-needed-a-bunch-of-shapes-that-were
4. ## Making Joints Follow Points

Aha! The rotate order was set incorrectly in the Extract Transform VOP! Problem solved.
5. ## 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
6. ## 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.
7. ## Making Joints Follow Points

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
8. ## houdini looses sop level material assignment

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.
9. ## houdini looses sop level material assignment

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!

11. ## houdini looses sop level material assignment

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.
12. ## 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.
13. ## Correlarion between spring strength and pscale

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?
14. ## 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.
15. ## 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.
×
• Donations