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Modeler And Flux developer. Need help
dayelov replied to Alexey Vanzhula's topic in Lounge/General chat
Hi Alexey, you've done a great job with this tool and I suggest you just to lower a price a little bit, maybe not so drastically like 10€ version) but at least half of original price -
Try to use option from a first picture and run the script. If it's not working you need to set Child Compensation option in your python script on the IkHandle you need to try both options, I don't remember the exact parenting and pre-tranform stuff in houdini
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Try to use this option under the preferences tab
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thanks for your help guys
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My approach is to force scale parameter when a bend control will be above 0.03 and it work if I wrote something like this: if(ch("../bend/ctrl_bend")>0.03, ch("../bend/ctrl_bend"),0)*4 but when my bend param is 0 then my scale param is also 0 but I want to keep my initial scale value someting like 2 and when the bend param kicks in it must just add his values to scale I try to implement it by my experience in scripting is pretty bad if(ch("../bend/ctrl_bend")<0 then return 2 else if(ch("../bend/ctrl_bend")>0.03 then ch("../bend/ctrl_bend"),0)*4 else return 2 endif Thanks
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Thanks guys
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or how can I open that .hipnc file and do not enter into non-commercial mode?
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Suddenly my houdini starts to save a .hipnc files instead of .hip I choose filename and .hip eextension but file saves as .hipnc Needs help. Thanks
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Is there any way to open up MPlay after I close it with rendered image or some cache folder location maybe?
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Thanks for your response, I was trying to grab a rotation from one control of my rig to another 3 FK controls. The reason I experiment with Export CHOP is because the FK Control setup sometimes not working properly, couple changes on a rig, couple of undos and the FK type of rotations is broke, so the more efficient way to prevent a bugs is to copy rotations from one control and paste them as a channel references to all other controls, the result will be the same as grabing all those controls in a scene and rotate them But there is a limitation - When you copy values and paste them as a channel references, yes ,you will be able to control other controls manipulating just one control but when you want to grab one of that controls and change the rotation in a viewport independently its not working, all chain starts to rotate. Thats why I think that the Export CHOP will allow me to export rotations, and then when I need to add some extra rotations on one of my controls, i can just disable or blend from the export chop. Today actually I solve this, I create some extra (dummy) parent nodes for each control, set the referencing on that extra nodes as I would normally did on my FK controls and still have the abillitty to rotate my "main" controls independently.
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Hi to everyone, Can the Export CHOP save (apply) the values on a nodes rotations when you turn off export flag on a node or uncheck box "Active". I want to be able to export some values, than stop (turn off) exporting and move on but the values needs to be applied. Just experimenting. Thanks