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About rayalez

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  1. I've turned on the grid snapping, and it prevents me from lifting the objects off of the reference plane(the grid I see in the viewport), when I move the object it drops it onto this plane, setting it's Y coordinate to 0. But what I want is to move objects in 3 dimensions, along Y axis as well, I just want it to be discrete, snapping every 0.25 units. Grid Snapping has an option called "Depth Snapping", it seems like turning it off should allow me to move objects along Y axis, but it makes no difference... Can you guys help me out?
  2. I'd like to frame the object(zoom in and pan to it) when I press Space+G, but not reset the viewing angle to the default one, and I can't seem to find the correct setting. By default Houdini rotates the camera for some reason, it's really inconvenient. Can you guys help me out?
  3. Sorry, nevermind, found the answer here. "Right-click the Display reference plane icon (on the display toolbar to the right of the view) and choose Reference plane parameters."
  4. Hey everyone! Quick question - why can't I change the grid spacing settings? When I press D over the viewport and go to the Grid tab, all the settings under 3D Ortho grid are grayed out. I'd like to have a size of the little squares in the grid to 0.25 units, and, ideally set it so that there are 4 little squares for 1 big one(for more convenient snapping). Can you guys help me out please?
  5. Sorry, nevermind, I think I figured it out. If you copy "foreach_begin" node and switch method to "Fetch Feedback", it will return the output from the previous loop. So I just plug that into boolean node, and it works great!
  6. Hi! I'm loading an .obj file that contains multiple pieces of geometry(with different names). I want to apply Boolean to every pair of them, to union them into one big object. I'm assuming I'll probably need to use the for loop somehow, but I can't seem to figure it out. Can you help me out?
  7. I want to create a procedural wall asset by copying modelled wall segment along the curve. In the tutorials I could find, people usually just sweep the curve with some profile, and that's less than ideal, because you can't just model any kind of wall segment with complex geometry. My goal is to be able to draw the curve of any shape, and automatically turn it into a wall by copying wall segments onto it's points - at a correct distance, with the correct orientation. Can you guys help me out? I think the biggest challenge is making the wall segments point into the right direction, because I don't really know how to generate normals for points on a cruve in a way that will consistently make them point "outside" the building.
  8. Hi! I am trying to rig a bouncing ball that has squash and stretch working like this: Can you give me advice on how I can accomplish this effect?
  9. Hi! I have created an asset(facial rig), and I want to use it as a part of another asset(character setup). I'm saving both of them into one .otl file, but because I'm using the absolute path for the facial rig("Save to the library" field in Type Properties) it stops working when I'm sending the .otl file to another computer. How can I embed one asset into another, so that they would be contained in one file? Also, when I'm trying to upload an asset to the orbolt, I'm getting an error "Embedded dependencies need to be within nested namespaces." I'm assuming that this error is related. Can you explain to me what does this mean and how can I embed the asset "within nested namespaces"?
  10. I am using auto rig to create a character setup. It generates an animation rig and a deform rig. For convenience, I want to combine them into one network, so that animator would only need to create one node. I have just copied my deform rig into the animation rig network. It works, but I'm not sure if it's the right way to go about it. Also, when I'm trying to upload the asset to orbolt, I'm getting an error: "OTL file missing dependencies: [deform_rig_name]. Embedded dependencies need to be within nested namespaces. For more information see the namespaces section in the asset guidelines." So I have two questions: 1. Does it make sense to just copy deform rig into the animation rig to combine them into one asset, or is there a better way to go about it? 2. If I embed one asset into another one, how do I fix the missing dependencies error?
  11. Oh my god, this is perfect! Thank you so much, now everything will go MUCH better =)
  12. Hey, everyone! I'm trying to create a simple walk cycle, and I'm having trouble with using pre/post infinity to loop animation. I know that I can set a keyframe with a cycle() function, but it is not very convenient, because every time I shift a curve a few frames in time I have to modify the start/end frames in cycle(), and because not all curves start at frame one, I have to do the same thing for pre-infinity as well. Is there a better, more convenient, way?
  13. Hey, everyone! I've just discovered the character picker panel, and it looks fantastic, but I'm having trouble using it with auto rig. When I'm trying to connect a control button to a node with "Edit Target Nodes", only the top-level nodes are displayed in the list. In a regular rig this would work, but in auto rig top nodes are the subnetworks for limbs/spine/head/etc, so I can not select the control nodes from the list. Is there any way around that?
  14. Hi, guys! I just wanted to ask you a general question about modeling in Houdini. Does anybody do some serious 3D modeling? Like characters and other complicated things? It's just that I used to use Silo for that kind of thing, but I've switched to linux and it doesn't work very well here. So I'm wondering if it's possible to get used to modelling everything in hou. Maybe you can share some tips on how to make it more convenient?