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Everything posted by AndrewVK

  1. Random link of interest

    looks like I found SideFX offices in "Microsoft Flight Simulator 2020"
  2. Angular acceleration to "orient"

    I have a set of points that contain "linear" and "angular" acceleration data of a moving object. Point 0 - 1 frame Point 1 - 2 frame . . . Point 240 - 240 frame It is easy to restore the motion path using linear acceleration. (Area CHOP) Please help me figure out how to calculate object rotation angles or orientation using "angular acceleration" or "angular velocity". I'm totally stuck with matrices and quaternions so a math explanation of this process would be great! Here the test hip to play with. RecoverTest.hipnc
  3. Continue simulation from a certain frame

    1. Setup Dop Network "Cache" 2. Export few frames. (1-100 for example) 3. Close Houdini. 4. Load scene again. 5. Jump to the last simulated frame (Do not drag.....just enter the number) and continue exporting (frames 101-240)
  4. houdini camera to aftereffects

    Downloaded...tested...works as expected. The only reason why this might happen is when you accidentally do not select camera. In this case script will create default camera named "Camera1" without animation. Not animated objects will have the keys because the script assumes that the object may be animated using expressions or parenting. Maybe this is some kind of "Houdini Indie" restriction...have no idea:(
  5. houdini camera to aftereffects

    Here slightly changed version.... it uses "orientation" channel in AE to fix motion blur "problem" when value crosses 360 degree HouToAE.zip
  6. Houdini 13 Wishlist

    At least for now You can: RMB click on any shelf.... push "New Tool" name it "HouToAE" jump to script section paste content of attached file click "Accept" Select camera, lights, nulls etc push "HouToAE" button on the shelf press enter HouToAE.txt
  7. houdini camera to aftereffects

    here few pictures how i do it... can You describe how You do it? can You post simple scene which cause this errors? The file from an example causes errors too? You opened this script in the text editor for editing? Because python is very critical to formatting The superfluous "space" or "new line" in a wrong place can lead to an errors like: >>>Indentationerror: unexpected indent
  8. houdini camera to aftereffects

    i have tried it under windows7 x64 h10.625 it works ok
  9. is that what You want? veldif.zip
  10. Mantra vs Modo Renderer

    whisky VS tea
  11. first point of the primitive

    Fastest way to find first point of each primitive: Add "primitive SOP" Switch to Attribute tab Add Alpha Replace $CA with $PT After doing this primitive`s alpha attribute will contain first point number.
  12. random texture assignment

    Not sure if it is possible without scripting... I have had the same problem few month ago I wrote "ShowAmAll" especially for this kind of tasks...
  13. random texture assignment

    Turn on "Use Template Point Attribute" (Copy Sop -> Attribute Tab ) Put this string: shop_materialpath material_override to "To Primitive" field
  14. random texture assignment

    "Local Overrides" from "Material Sop" may help Assign material... Add "Local Override"... Select any parameter (texture name in your case)... Replace texture name with an expression
  15. random texture assignment

    Try this sop: http://www.sidefx.com/exchange/info.php?fi...p;versionid=590
  16. "float 3" attribute & python

    I am trying to change (if exist) or create (if not exist) "spritescale" point attribute from python sop There is no problem with changing... and it looks like i can create something similar to spritescale. But... if geo.findPointAttrib('spritescale'): for point in geo.points(): # Works Fine # point.setAttribValue('spritescale',(2,2,2)) else: # Looks like everything Ok but it is NOT "spritescale" attribute # recognized by mantra geo.addAttrib(hou.attribType.Point,'spritescale',(1,1,1)) for point in geo.points(): #!!!ERROR!!! No attribute with this name, type and size exist point.setAttribValue('spritescale',(2,2,2)) How to create "float 3" attribute from python?
  17. "float 3" attribute & python

    Thanks!!! It works now :stupid:
  18. "float 3" attribute & python

    Does not work... Same problem here...i have 'spritescale' attribute...but sprite procedural can not recognize it. //Sorry...russian here// Хок проблема не в этом. Если спрайтскейл создан стандартными средствами (в попах или атрибкриейтом) то я могу рулить им просто по имени point.setAttribValue('spritescale',(2,2,2)) Это работает. Если же я пытаюсь создать спрайтскейл питоном то он его создает без проблем и выглядит он в спредшите точно так же...типа float3... Но блин спрайт процедурал его не хавает...рендерит точки.
  19. Discus flight

    Here my Discus CS model and rough test of animation exported from "Microsoft Flight Simulator X". Currently i am working on export plugin for FSX which allows me to capture flight data to houdini clip format directly. At this moment workflow is slightly tedious... ...Play the game and record flight with 3rd party "FS Recorder Module for FSX" :dj: ...convert data to text format with 3rd party application for "FS Recorder Module for FSX" :banned: ...recalculate and convert text data to clip format inside CHOPs. :coffee1: Discus.avi
  20. Discus flight

    Hmmmm...interesting...how many pilots here... :batman: (i have flown L-29 Dolphin in the past) Response to G force is in my "To Do" list. Model rig are ready for this...but FS Recorder do not provide this info.
  21. change attribute "class" from "point" to "detail"...
  22. Uploaded to Exchange with simple test scene (hip,jsc,aep)
  23. Apprentice limitation: Any other SOHO outputs other than the shipped Mantra ROP are not supported. :tumbleweed:
  24. Here is dirty version...i still learning python... I have no time to test it well. Looks like it works properly...but who knows... You can export: objects, subnets, nulls, lights, cameras Exported properties (can be animated): Pure Transform, Camera Zoom, Light Color, ConeAngle, Intensity. I have no idea how to change light type in AE via script... Just switch it by hand HoudiniToAE.zip
  25. Yes...this is my script... i have not finished (polished) version which exports objects also (as AE null). I will post it tomorrow