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kiryha

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About kiryha

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    Peon
  • Birthday 05/06/1977

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    http://kiryha.blogspot.com/search/label/3D

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  • Name
    Kiryha Krysko
  • Location
    USA
  1. Cloth attach constraint jump

    Scale after sim is the obvious solution... Change ALL parameters inside DOP sounds crazy Should be a limited list of parameters to change.
  2. Cloth attach constraint jump

    Collision radius was the issue, thank you Noobini! > Why not put in there constr instead ? It was just leftovers from scene changes, sure I will use group in the constraint. I have another question related to this scene. I set up cloth simulation only and then I notice the wrong scale of my objects, so I scale them down, but cloth behavior changes dramatically. Is there a way to get the previous behavior with a new scales? (You can see in previous behavior attached mov file) aeromenDance_05.mov
  3. I have a cloth simulation set up. After some changes in the scene (I scale my object down and change surface collider object) clothattachconstraint starts to jump up in the 3rd frame and I can't figure out why and how to fix it. aeromen_sim_00.hipnc
  4. Thanks, Hernan! I tried another group name (CONSTR_GROUP instead of constr), now its working.
  5. I have the same issue and I can`t solve this. I have a geometry SOP, where I create a group node with points I wish to constrain. Neither expression nor group name in Constrained Points of Cloth Attach Constraint node in DOP Network works. Expression: `pointlist("../MY_GEO", "CONSTR_GROUP")` clothConstrain.hipnc
  6. Fabric Engine no longer being developed

    http://discourse.techart.online/t/anyone-care-to-speculate-or-have-insight-into-the-fate-of-the-fabric-engine/9329
  7. houdini alembic to maya problem

    If it's not the same when rendering, then it could be just viewport issue. Try to conform normals and assign default Lambert shader again.
  8. Ideas for pipeline checklist

    I make first steps in integration Houdini with my existing pipeline for Maya so there is not too much particular information for Houdini users, but there a lot of ideas and tools for Maya, which could be used with Houdini as well. I would mention: - Unified folder structure for all project materials (2D, 3D, editing, grading, pre-production, managing etc) including scenes, caches and renders - Naming, versioning; assets and shots structuring rules - Tracking versions and data (assets, renders, caches etc) with Ftrack I plan to develop same as for Maya tools, which will allow automatically creating and naming Houdini scenes, exporting and importing data etc. Hope you can find something useful in pipeline wiki.
  9. Multi Line Editor

    Thanks, Atom! I had such an idea, but still I keen to know how they do it in tutorials and what I am doing wrong
  10. Multi Line Editor

    In build 717 situation the same! Is there any other way to run this window? Need to add: it does not work in VEX expression window of wrangle nodes. In other parameters its fine.
  11. Multi Line Editor

    I am on Mac OS and also have 15.5.673 build. Will try to install the latest build. But... its very wired that hotkeys could not work depending on build.
  12. I can't find a Multi Line Editor in Houdini Apprentice 15.5, not in UI, not with hotkeys Alt+E, Cmd+E, even not in help. This window often mentions in tutorials, for example here.
  13. Run Houdini with popen()

    Hello! Can't run Houdini with pyton on mac os x. subprocess.Popen( '/Applications/Houdini 15.5.673/Houdini Apprentice.app/Contents/MacOS/happrentice' ) Houdini begin to launch but an error appears and its fail to run. ( libc++abi.dylib: terminating with uncaught exception of type HOM_Error ) Anybody knows how to solve this problem?
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