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FredDoes3D

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Everything posted by FredDoes3D

  1. Weird flipping in positive Z axis?

    Nevermind, i fixed it by sorting the points differently. I dont understand 100% what i did wrong but it works fine now went for a simple sort by axis setup.
  2. Weird flipping in positive Z axis?

    Hi, I am doing the same operation on every point of a curve using a series of nested for-each subnetworks. It all works well but wherever the original curve enter positive Z on the coordinate system it flips? The connections are made with the add node based on pointID (an attribute i created based on point number before merging) Any idea why it behaves like this? Cheers
  3. Houdini Book?

    Found it on the sideFx website, seems like it just moved to a new spot on the site https://www.sidefx.com/tutorials/softimage-to-houdini-transition-guide/ direct link https://www.sidefx.com/media/uploads/tutorial/jordi/softimage2houdiniguides_all.pdf
  4. Hi, I was wondering how one would go about laying out UVs based on the selected shells' world orientation. Lets say I have an arbitrary boxy shape with chamfered edges. I would like to be able to box map the selected polys, stitch the shells together and then have all shells organized in the same orientation basically. So regardless of them being aligned in world X Y or Z they need to end up in the same orientation in the UVs if that makes sense? I attached a mockup from 3dsmax Any ideas? Thanks!
  5. Hi, i got the same problem right now, has this been resolved? Would love to know if you got this to work. Thanks!
  6. group by expression

    Hi there, I am currently following the quite amazing tutorial by Jonah Hall called Creating Procedural Rigs and Controlling Motion in Houdini on Pluralsight. It has been released a few years back (2011 i think) so he is using an older version of houdini. Most of it can easily be recreated in H16 but 2/3 into the tutorial he groups points using the group node and the "point" expression and i am having troubles recreating the same effect in H16, the way grouping works has changed quite a bit from what i can tell with my limited experience and I'm a bit stuck. The expression he uses goes something like: point("../in,$PT,"step",0) < point("../in,$PT-1,"step",0) from what I understand he is comparing each point with its neighbor on the connected line ($PT-1) and groups based on the step attribute (step is created in chops based on earlier generated motion data) Could any of you point me in the right direction of how to approach this? Thank you! Frederik
  7. group by expression

    Cool! f1480187 thank you taking the time! Will try it when I get home. Cheers
  8. group by expression

    Anybody? Was hoping this would be an easy "this is how you do it in 2 easy steps..." for any veteran Best, Frederik
  9. Hi there, been trying out the houdini/unity integration lately. Very interesting stuff! I did run into the problem that when i export my digital assets as OTLs they show up fine in unity but as soon as i expose parameters in the GUI to be made available in engine (save asset again, reload in unity), the asset disappears from the unity viewport. Im not doign anything fancy, just exposing a boxes size attribute to keep the error margin to a minimum. This seems to be a bug as i had it working before with other assets and i kept trying it multiple times always resulting in the same issue. Anybody else having similar issues?
  10. got it, thanks! actually used a bit of houdini today for the first time in an actual project at work, some procedural modeling to make my life a lot easier. so proud!
  11. just got home and got it to work right away! saved me a lot of heartache here Twan, thanks! gonna dig into some more complicated assets now! when you say: add things to native Houdini nodes, inside your otl, which you can then promote to the top layer, into the type properties could you explain that to me as if i were 7?
  12. additional question: do you recommend to always work in the Operator Type Properties or do you use the Parameter Interface when you dont plan to export it to a game engine? Are there drawbacks to the Type Properties? Also, do you know if there are limitations of what the houdini engine for unity can handle? aka nodes that arent supported? Thank you so much
  13. just had a quick look during my break, the interfaces really do look almost identical! can i still use drag and drop to place my parameters or do i have to make the link manually?
  14. Thank you Twan, that clears it up in theory! Gotta see if I can get it to work practically tonight Everything still is wondrous new terrain for me in Houdini. way cool
  15. Will give this a go tonight when i get home from work, thanks for the suggestion Geordie. I was just watching some tutorial on the subject and i believe i havent closed my asset yesterday "match current definition" not sure if that makes a difference. also i noted, the tutor created the gui the following way: create parameter in the parameter editor, copy, then paste relative reference into the asset. what i have been doing was: left click and drag from asset into the GUI editor. maybe that creates bad links? Usually while creating assets in houdini that is not a problem, right?
  16. dt procedural rigs and controlling motion problem

    I uploaded the hip file and sim data (read in halfway through) this should make it easier to see what i broke AutoRigBugsProject.rar
  17. Newbie Transform Node confusion

    Hi there, first post here! I have recently started dabbling with Houdini again, currently following a digital tutors tutorial running into an issue: In the video the tutor copies the transform channel parameters of one xform node and pastes them into another xform as relative reference. (the goal is to make one object do the same transformation as another object is doing) i always get a bad parameter reference error. I noticed that in his xform node he has transform values (after using $CEX and $CEZ to put the first object on 0,0,0) in mine its all 0? He is using an older version of houdini so im wondering i im doing something wrong or if the node might have changed? Since the process is simply copy paste i cant find an error in what im currently doing. Maybe one of you can find one? Is there another way of doing the same thing? Thanks!
  18. Newbie Transform Node confusion

    great, ill have a play with bbox too, learned a bit about it a while back in class but i will definitely have to brush up on it
  19. dt procedural rigs and controlling motion problem

    Hi there , I know this is an old topic but I am following the same tutorial (which is really well done) and i am running into a different error. A bit later in the video he creates multiple channels in a chop-net and then references them in an attribute create node using chop("../bug_chops/F/step") which he later uses in a foreach loop to group certain points. my problem is that the referencing does not work (houdini 14). i thought i made an error copying what he does so i opened his scene file and i have the same error so i assume its in the referencing. i noticed that if i change chop("../bug_chops/F/step") to chop("../bug_chops/F/step$ID") or to a specific channel aka: chop("../bug_chops/F/step8") (just picking one of the many chanels randomly) i do get some data but its not the right one im fairly sure as the patterns do not co-relate with what they are meant to do. Has the attribute create node or the way things are referenced from/to chopnets changed drastically? i notice the node attributes look different from the ones in the video. maybe somebody knows a work around to access the data from the chop net? would be great if somebody knows whats up, would be a shame not being able to finish the tutorial thanks in advance
  20. Newbie Transform Node confusion

    Thank you Tomas, that solves my issue! I will use the centroid expression from now on! So as a general rule, local variables I can only use within a node, not referencing it by others?
  21. Newbie Transform Node confusion

    hi gaurav thanks for your input! your expression does work in the example scene but i read up on what it does and from what i understand its basically like putting the same expression/variable (-$CEX in this case) into the other object's transform right? even though it works in this example its not what i want in my final scene as it only returns a correct result if both objects to be moved are the same, right? what i want to do is: take a poly object, change it with the clip SOP, use the modified object's centroid to move it to 0,0,0 and apply the same transformation to the original, unaltered object) any ideas why i cant just copy the relative reference to the copy sop as it is intended? driving me nuts haha
  22. Newbie Transform Node confusion

    here is the problem singled out, im trying to get the transformation of xform3 copied into xform4 (are there other methods of doing this? in a traditional package i would use something like grouping or a point constraint) transformBadReference.hip
  23. Newbie Transform Node confusion

    yes this is exactly what im asking for and is the same as whats being explained in the video. am literally doing exactly that but it gives me a bad parameter reference ill post the scene when i get back home thanks for the quick reply!
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