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Pancho

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About Pancho

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  • Name
    Tom
  • Location
    Germany

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  1. Digital Assets and the Tab menu

    Interactive -> Shelf Tools
  2. Digital Assets and the Tab menu

    In H18 there's no Tab called tools anymore. What has changed and how do I accomplish it now?
  3. Instance rotations in asset

    That would indeed be a game changer. So far I thought it's not used in this way, but rather for deforming geo, like a flag in the wind for example. Will need to look into this option closer. Thanks!!
  4. Instance rotations in asset

    Thanks for sharing this idea. Came across this method, too. I just hope that there's a way to just rotate the instances. Otherwise I would need to convert all instances to geo which creates a lot of vertices. Managed to create a blueprint which turns my asset. Quite easy. What's missing now is to get to the instance geo and do this per cogwheel. If this is possible, than I would at least find a way to come up with several solutions for my work.
  5. Starting to get a depression. What seemed to be the most simple task turns into a headache. I instanced cogwheels in my asset which turn nicely. Different sizes, different rpms depending on their teeth/diameter. Animates brilliantly in Houdini. Since the cogwheels are instances I thought they would turn nicely in UE4, too. NOPE. I guess it's about that the asset just cooks once and then is "stached" by UE4. No more "Hey, do you have updates concerning the rotation of your cogwheels? I'd like to spin them. If you want to." questions between the engine and unreal. It's 2020 and turning objects inside a 3d app isn't anymore state of the art, but I guess unreal makes an exception. How can I spin a lot of cogwheels in UE4? Just by setting an individually angle on each instance. No collisions or so required. Everything gets calculated by time and diameter. That's all. If a blueprint is the only way to go, how then do I access the instances in my asset and update their rotations or even positions? Technically? Is there something like "get all instances by name" function which creates an array I could loop over and update values? Looked up the web for half a day without success. If you have an idea how to do that, I'd be really happy to hear about it. Cheers Tom
  6. (novice) $JOB vs $HIP

    But that assumes that it's just in the first subfolder of "scenes". In larger projects there might be several subfolders and the way of dealing with it by going up one level won't lead to the correct directory. I haven't fully understand how to set up the $JOB variable yet. People seem to set it up in their houdini.env file, which doesn't make any sense to me since this is global, right? I switch projects many times a day, so this needs to be setup somewhere in the scene itself. So, how and where is it done? Cheers Tom
  7. Mplay and python

    Thanks! I thought what I can do by hand can be achieved with python, too. : ) ,
  8. Mplay and python

    Thanks for the link, but as far as I can tell, this is about the flipbook. Mplay seems to be the external file that Houdini runs to display the frames. And I would need to get hold off the code which is needed to alter Mplays windows and parameters.
  9. Mplay and python

    I can't find anything in the docs nor the web. I'm so sick of entering manually details into the save dialogs in the mplay window. I actually want to script a shelf button which puts in a filename related to my scene and take, chooses the format, adds a comment and probably some other settings and presses the "save" button in one go. Unfortunately there is no obvious documentation popping in my eye. Can it be done? Or what would be the alternative? In a production is feels so clumsy to enter these parameters over and over again. Cheers Tom
  10. Mmmh. Just for clarification. While this isn't finished, it's close to the current needs. I create a "shadow" rig which resembles the final bone structure. I'm going to create this rig one by one afterwards, but if I need to change it's proportions, I want to alter the shadow rig and have some clever mumbo-jumbo apply this to the existing bone rig. Each "bone" does calculate it's restlength, position and orientation. it also carries it's name which is identical to the real bones name. This applies for the nulls, too. Does some script already exists which could be altered or is this new territory? Cheers!
  11. Hi there! I'm currently looking at the Houdini Cat Rigging Series, the Rigging Series (SideFx) and the Rigging Seminar (Delano Athias). What I haven't seen so far: A way or THE way to alter the finished rigs in case the geo changes or the quad mesh needs to be fit into a dog with different proportions. With all the dependencies in the rig, parented stuff, etc. this looks like a nightmare, doesn't it? Or is it actually quite simple and I miss something? Would be rather foolish to rebuild the stuff everytime you need it... Wished each series would come with an additional video covering this subject. I imagine a simple wire/curve skeleton would be great as the base for a rig to alter and the bone rig just adapts to it as soon as one is comfortable with the new rig dimensions. Cheers Tom
  12. I found this old thread, but unfortunately it lacks a "proper" solution. : (
  13. I struggle to accomplish this. I want to save a value, in this case the speed (length(@v)) inside a DOP (SOP solver). The array should be written inside an array so that the point stores the values for the last 10 frames. I tried to use haspointattrib to create the array and then fill it with push or append. It seems that haspointattrib is negative on every frame, so the array gets created over and over again. Furthermore the value from the last frame always gets lost. I'm not sure what I am doing wrong or how it has to be done. Can somebody please give me a hint?! How do I store this data over time? Cheers Tom
  14. I'll give it a try in the morning. Thanks so far!
  15. That sounds interesting... If I can get rid of the "litter" the resolution would be much better.
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