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Found 5 results

  1. I have an animation channel with keyframes with various integer values. In CHOPs, I'd like to have a rolling counter that holds the sum of values on all preceding keyframes (values from keyframes only, not values from all preceding frames). Any idea how to do this? Below is a sample of what the counter would do: Keyframe on frame 1: value 3, counter: 3 (3) Keyframe on frame 8: value 8, counter: 11 (i.e 3+8) Keyframe on frame 13: value 4, counter:15 (i.e 3+8+4) Keyframe on frame 23: value 4, counter:19 (i.e 3+8+4+4) Keyframe on frame 29: value 7, counter: 26 (i.e 3+8+4+4+7)
  2. By default when changing the framerate of a houdini scene any existing keyframes will be adjusted to match the existing timing. Is there a way to prevent that and for example keyframe at frame 1000 remains at 1000? I remember there was a dialogue about it, but that no longer pops up when I change the framerate. thanks
  3. hi guys so i'm doing a simple test - a simple poly sphere setup with auto fracture hitting the groundplane. I export this as a .abc and it imports into maya easily enough however i need a bit more than that: currently the .abc comes in as one node - i need it to come in as a group of meshes. if possible i need the transform of each mesh to be centred to that chunk/piece/fragment and finally (this one is a big ask i know) is it possible to get the keyframes from here to maya too - basic translate/rotate/scale and visibility ? I know this is a big ask i'm really struggling with this one - i tried connectivity and partition sops after my simulated mesh results but it doesn't seem to work anyone got any ideas please? You'd be helping me out MASSIVELY if so! I've attached a super simple sphere auto fracture scene file for convenience thanks! ant autFrac_ball_example.hip
  4. HOUDINI - Alembic and RBD (Beginer)

    Hi! I'm starting with Houdini, and I would like to know how to combine a cached animation and Houdini's RBD. I know that this question has already been asked on this forum, but as I said, I am a beginer, and I would need reaaaaly basics answers. (I don't know any one who uses Houdini so sometimes I have simple problems that I can not solve). So my problem would be : - I receive an animation made with maya. I export an alembic (or a cache, FBX? Is there a best way?). I import it into Houdini. -The animation works, but when I set it as a RBD solver (or FEM, or anything that has something to do with gravity), the animation doesn't work any more. -I heard on this forum about a RBD keyframe node, about "Use geometry Transform", but I'm really too new to be able to use these informations. For exemple, if I want to use this alembic (attached file) : it is a little sword, I want it to be breakable, and to keep its animation. How would you do this? I hope somebody will find the time to answer to my questions, thank you! petite epee.abc
  5. Keyframe Reduction?

    I am trying to work with Mocap data that I have recorded in Vicon Blade. I have an FBX of the solving setup that I have imported into Houdini and I have been able to work with it and get the setup where I want it to be, but I am running into an issue with file size. I am currently sitting at 189MB and I am pretty sure that about 95% of that is keyframe data. Unfortunately when I start working with the file it explodes in my memory and is becoming unwieldy. I am talking in the 25gb range. The Motion Capture data has placed a keyframe at every frame for all of the bones, which is definitely overkill. Is there any way of automatically reducing keyframes in Houdini? I have seen the tool in some other packages, but I am trying to figure out how to do it here. If there isn't a built in way to do it, is there any way I can delete keys in CHOPS, because I could see writing a VEX expression for doing it. Something along the lines of calculating the slopes and if the slope from one keyframe to the next is below a certain margin, delete. Or hell, I could just check concavity at each keyframe and only keep the ones where it changes, but I need to know if there is a way to delete the keyframes.
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