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Everything posted by rich_lord

  1. Making Joints Follow Points

    Aha! The rotate order was set incorrectly in the Extract Transform VOP! Problem solved.
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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!
  8. 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.
  9. 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?
  10. 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.
  11. 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.
  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. 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.
  14. ASUS Zenbook 4K Cinematic

    Nice one. There's a lot going on for such a short video!
  15. Hello. I have two points. Each point has the same direction normal. I'd like to find out which of the two points is in front of the other, based on that direction normal. Is there a simple way to calculate this? This is a 2D problem. Y is always 0 for both points, and the direction normal is always flat along the XZ plane.
  16. simple vector problem

    Thanks Juraj!
  17. Spring constraint networks

    Also, If you are trying to learn this stuff in general, I've got a thread about it over here.
  18. Spring constraint networks

    Spring constraint networks are amazing and ace. Here's an example of how they work. There's a hip file in videos description.
  19. Impact Data from Particular Object Id

    In a sop solver, you get an impacts node. Each point in there depicts one impact in your sim. There's also data on that point which will tell you who collided with what. I don't remember the name of the point attribute that corresponds to who impacted with who, but it's there. I think it is called objid and otherobjid. I'd take a look but I'm not near my computer. that should get you started. I can make an example hip for you later if it's still opaque. This stuff is a bit tricky and hidden.
  20. Hello. I'm modelling more and more in Houdini, but there's still a couple of things that I need to make it fast. Say I have a certain number of points selected, when I use the snap tool, the relative difference between the points is retained. That's great for many things. Often though, I want to snap to a point, and have every point snap individually. So, if I snapped a bunch of points in the Y direction to another point, all the points would end up with an equal Y value, regardless of their initial spacing. I know there are ways to do this, but they are all multiple steps, for example, grouping, or setting the y value with a wrangle. These methods are too slow for an operation I need to do many times a minute. Here's a picture to hopefully illustrate what I mean. I want to quickly set the selected points to the same y value. In other packages, i'd do this by snapping them all to a point with ignore component spacing turned on.
  21. Thats a neat trick Houdini7. Its pretty quick for axis alligned snapping. If I have something that is off axis that i'd like to strighten out, its a bit more of a pain. You can repeat your trick by using orientation picking to rotate the handle. It works, its just a lot of clicking and fiddling about. In general, I use orientation picking alot when im modelling, and Houdini's is a bit hidden away, and not very streamlined. But that has helped me a bunch for the time being. Thanks for that Houdini7!
  22. Thanks Marty, I sent in an RFE.
  23. Basic pyro settings confusion

    I've finally decided to start learning pyro stuff and am following Steve Knipping's Applied Houdini Course on CG Circuit. However, I'm not getting close to the same results he is, even when I copy his settings exactly. I was wondering if there have been any changes to the pyro stuff between the tutorials being made and now. I'm using H16 indie. The tutorialis in H15 I think... Here's an example. I am sourcing the pig head in as density and temperature. All the pyro settings are default in both his and my scenes. Yet I get no lift and no interesting shapes in my sim, whereas his is out of the box nice looking. If I crank buoyancy up to try to get a similar lift, I don't get any interesting shapes, even though our fluid source is exactly the same. Help! dynamics_04_att01.hiplc
  24. Basic pyro settings confusion

    Oh the shame, I realized I was importing a velocity field, which didn't exist, and then scaling my sim down to 0. Sorry! I fell foul of posting, and then solving the problem immediately..... Looks like this now. A much better starting point.