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ikoon

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About ikoon

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    Jiri Miratsky
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  1. Hi Tom, I am on the same path as you, learning to rig. I assume that you use the Capture Pose (not a Capture Frame) ... and also I believe, that the Align Capture Pose shelf tool is made for such an additional update of an existing rig? With that tool, you can update the Capture Pose: - alter the bones to match the "new" geometry - run the tool and select this method "Match Capture Pose With Deform Region" - then update the captured weights (probably you have that "Stash Node" turned on, as it is by default) https://www.sidefx.com/docs/houdini/shelf/aligncapturepose.html I hope I am not wrong, as today it is the first time I used that tool and I don`t know much about rigging.
  2. Hi Masoud, you can read the primintrinsic() typename or typeid: https://www.sidefx.com/docs/houdini/vex/functions/primintrinsic.html I was googling for a complete list of those types, but found nothing right now.
  3. What if you override that default (Ctrl+3) to other hotkey, i.e. Ctrl+F12. Then if you press Ctrl+F12 ... does it set the quickmark?
  4. The Ctrl+3 should work the same as the other numbers. This is how the default settings should look: You may also check this file, if there really is not any override. Or temporarily rename the file to return the hotkeys to the default state, and restart Houdini to see if it helps: C:\Users\ ... \houdini17.5\Houdini.keymap.overrides
  5. [SOLVED] vex groups question

    Hi Janis, I assume that @fid is an integer. You can run this in a prim wrangle: string group_name = "fid" + itoa(i@fid); setprimgroup(0, group_name, @primnum, 1, "set");
  6. Houdini 19 Wishlist

    Hi @Maurits, as regards 1. I would suggest to try the https://www.autohotkey.com and/or to buy a mouse, which has a driver, which allows you to bind custom hotkeys. (I have a Roccat mouse and the driver is quite good for that.) as regards 3. if you have the Python Shell Pane open, it supersedes the Console pop up.
  7. RBD sim and orient

    Or maybe increase substeps on the solver. Maybe also try to set the Bounce to zero, or add a POP Speed Limit to the third input of the Rigid Body Solver, and look for some crazy values in the @v or @impact attribute, to see where the problem occurs.
  8. RBD sim and orient

    Hi Martin, you may try to set the i@found_overlap point attribute to 1, to check if intersections are really not an issue? And/or try to check the Solve on creation frame on the RBD Packed Object DOP? Or try to lower the collision padding, or scale down those source points a bit? https://www.sidefx.com/docs/houdini/nodes/dop/rbdpackedobject.html
  9. Hi, here is a related talk and designs by Akira Saito: https://vimeo.com/305053254 https://twitter.com/a_saito https://www.artstation.com/asaito Rohan Dalvi recently announced new tutorials: https://forums.odforce.net/topic/43572-procedural-armour-generation/ Also, this looks similar: https://www.cgcircuit.com/course/procedural-hardsurface-design-in-houdini Also, you may like these Jake Rice's write ups, which I believe describe related topics: https://medium.com/@jakerice_7202/computing-the-dual-ff2a93077e2e https://medium.com/@jakerice_7202/voronoi-for-the-people-60c0f11b0767
  10. Hi, also, inside each Filecache SOP, there is a ROP Geometry Output SOP, named "render". So, you can create ROP Network, create two Fetch ROPs and merge them. For each of the Fetch ROP, you need to set the Source ... for example the path to the surface_cache's ROP Geometry Output will be: /obj/fliptank_fluid/surface_cache/render When rendering the merge node, you can also set to render Node by Node, or Frame by Frame:
  11. Hi Julien, with addpoint() you can reference an existing point to get all its attributes and group memberships: https://www.sidefx.com/docs/houdini/vex/functions/addpoint.html Also, there is a detail intrinsic, which stores all the point attribute names: s[]@pointattributes = detailintrinsic(0,"pointattributes");
  12. how to read the fourth value in vex

    Hi, it should be f@aaa = p@cost[3]; p@cost is vector4
  13. Hi Rival, here in this thread, there are few examples: https://forums.odforce.net/topic/27815-chops-vex-and-the-future-of-chops-in-houdini/ A] If you only want to drive one parameter with one channel, then there are two common solutions: in the chop network, set the "export prefix" and "channel name", so that they together add up to a parameter path type the chop() expression in the parameter, and reference the channel's address The first method is like "push (export) or affect something out of chops". All the "export magic " is done in chops, the target parameter just gets affected. The second method is something like ... "pull (read) something from chops". I attach them in a hiplc file. First method: Second method: First method, but both channels in one node: B] If you want to affect geometry attribute, then there is this tandem of nodes: https://www.sidefx.com/docs/houdini/nodes/chop/geometry.html https://www.sidefx.com/docs/houdini/nodes/sop/channel.html chop.hiplc
  14. Proper Branching Topology

    Hi Michael, welcome to the forum and to Houdini. If you like to “nearly drown” in vex, than you may like this talk
  15. You may try the MOPs Audio Falloff: https://vimeo.com/273252739 Or you may dive into CHOPs, and use Band EQ Chop https://www.sidefx.com/docs/houdini/nodes/chop/band.html and then, on equalized spectrum, try to use the Trigger Chop https://www.sidefx.com/docs/houdini/nodes/chop/trigger.html
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