Jump to content

dedeks3000

Members
  • Posts

    77
  • Joined

  • Last visited

  • Days Won

    1

dedeks3000 last won the day on March 12 2016

dedeks3000 had the most liked content!

Personal Information

  • Name
    dedeks3000
  • Location
    France

Recent Profile Visitors

4,177 profile views

dedeks3000's Achievements

Newbie

Newbie (1/14)

29

Reputation

  1. The War with North Korea has begin ?
  2. Look at the 'sopcreateedit' Hscript command to extract sculpt BS You can also create split BS via VEX(or VOP)
  3. Maybe with the motion FX (CHOP context) you can do that In the Animation editor , scope the 2 bones chains parms , create a channel group for each one , right click on each group , in the menu choose motion fx , create clip motionfx_001.hipnc Dive into the motionfx chop node to adjust your blend
  4. Look at the qlib library , some nodes have this functionality (maybe some python regex )
  5. You can always create a group of points that acting like a mask selection. Edit your mesh (edit sop) followed by a simple vop or vex node (with original mesh as second input). and set your mask selection to the second input May be an HDA will be more handy with a parm set to the edited points and another one to the mask selection pts May be a little confuse but here a simple file mask_pts_001.hipnc
  6. Dive into the resample node , and change 'Treat Polygon as', to see difference or ... edit your profile curve sweep_box_001.hipnc
  7. i don't try the hda but take a look here :
  8. did you try the hud sliders ? http://www.sidefx.com/docs/houdini/basics/hud_sliders.html
  9. by 'switch parameter ' , do you mean prests ? If so, look here : https://www.sidefx.com/tutorials/presets/
  10. Hye The Curve Normal attribute control the twist of the bones May be this can help you bones_on_curve_twist_001.hipnc
  11. cd to your different location ($HFS),source and run or create alias in your bashrc file(is that work ?)
  12. Use an edit sop node , select your reference point (the yellow one)with the handle tool , copy the pivot location(let's say x), select the points you want to align , revert to default the pivots values (000) , paste tour previous value and scale to 0 in the right axe, commit at the end
  13. Your transformations are not at sop (geometry) level but at the chop level , and the final output at the object level, so it's exactly what you want. Why the constraint network is inside sop , i don't know , perhaps to mimic maya hierarchy ( as in the outliner). parent_cnst_test_001.hipnc
  14. just write i@size =len(i[]@parm); I must admit that houdini and arrays it's a big story.
×
×
  • Create New...