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michael

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Everything posted by michael

  1. Is houdini based on Linux?

    since up until very recently 3d applications could really only be found on Unix/Irix systems, the conventions for their use would naturally be similar to the conventions found in those operating systems if you list a directory with "ls" and in Houdini you have a context that has a bunch of nodes in it, say /obj, why not have a similar command - opls, that users will be familiar with...etc etc
  2. You KNOW you're a total novice when...

    you should be able to have two (or more) instances of Houdini on a mac if you run them from the Terminal when you copy a node(s) in Houdini it writes these nodes to a file in $TEMP so yes it should work on mac
  3. Blend Node Mask Parameter

    Since I keep forgetting how to do this.... Blend nodes have a weird parameter on them called Mask - it lets you specify what combination of Tx Ty Tz Rx Ry Rz Sx Ry Rz to take from each input. this is called a "Bit Mask" and here is how to figure then out: with a default blend object in your scene (blend1) and something wired into it...anything, a null open a python shell and type: >>> bmask = (then click on the Mask 1 parameter of blend1 and drag it here) you should have this: >>> bmask = hou.parm('/obj/blend1') hit enter now type >>> bmask.eval() hit enter >>> 511 what the hell? here's how to decrypt this number if you turn OFF all the TRS of blend1/Mask1 and type the above again you'l get: >>> 0 turn ON TX >>> 1 turn OFF TX and turn ON TY >>> 2 turn OFF TY and turn ON TZ >>> 4 and so on....each one is double the one before. so how did we get 511? we ADD each one to get a total > 1 (tx) + 2 (ty) + 4 (tz) + 8 (rx) + 16 (ry) + 32 (rz) + 64 (sx) + 128 (sy) + 256 (sz) = 511 so to manipulate this parameter with HOM we can set this parameter to the TOTAL that we want. if we want TX RY and SZ we'd use: ( 1 + 16 + 256 = 273 ) bmask.set(273)
  4. Blend Node Mask Parameter

    thanks for this addition... but I have to say that binary is not what most people want to see
  5. Procedural Lake Houses tutorial

    Thanks Anastasia! really looking forward to this
  6. importing Mocap Data

    without seeing the file it's hard to say - is there a deform node?
  7. Clouds, satellite representation

    you could do a flip sim and then use one of the visualizations and export it to SOPs
  8. You KNOW you're a total novice when...

    try copy+paste between them also
  9. see https://www.sidefx.com/docs/houdini15.5/basics/config_env and https://www.sidefx.com/docs/houdini15.5/ref/env specifically HOUDINI_TEMP_DIR
  10. Attach Glasses To Character Head?

    as Jason said - rivet - it'll give more control than just a point
  11. Sticking Geometry to tracking data

    without seeing you scene there are a few things you could do. but I'd say rig your building and then use the location of a few of your tracking nulls to place it properly in the scene.
  12. File Browser default Path

    not sure what you mean by 'set the path directly' when in Houdini you can browse to a folder and then set a 'favourite' which will add that path to the jump.pref
  13. ISOOFFSET WITH MOCAP DATA

    can you post an example file?
  14. File Browser default Path

    inside your $HOME/houdini15.5/ there is a file called jump.pref (if there isn't you can make one) in this file you can list paths (with env vars) like this: $PROJECT/$ASSET/geo/ /mnt/someDir/someOtherDir now these paths will show up on the left hand side of the file browser as 'favorites'
  15. Is this the place?

    having a node 'for every little action' is fine, there are no issues in Houdini related to this - it isn't 'history' in the Maya sense. @ cmojames it's worth sticking with Houdini for a while - try to re-model something you've made before as a good test .
  16. Differential curve growth

    worst cookies ever.
  17. an OTL is an Operator Type Library - but the new term for then is HDA - Houdini Digital Asset. an HDA is a tool, many of Houdini's built in tools are in fact HDAs - put down a Color SOP and then dive inside - you'll see it is made of a number of other nodes, wrapped up in a package with a bunch of parameters. you can make your own HDAs as well. the HDK is the Houdini Development Kit - these are the files that you would use to compile your own nodes built with C++ both of these topics are talked about in the Docs. HTH
  18. Vertex Color from Zbrush

    glad I could help!
  19. Vertex Color from Zbrush

    looks like the FBX is bad...getting an error when I unzip it.
  20. ROP Output Driver Vs. File Cache ?

    in ROPs you can chain a number of outputs together to create a dependency network - the file cache would require a different approach and the Output drive can't import geometry - so different operators for different uses
  21. Iksolver vs. InverseKin

    the documentation makes it pretty clear: This filter CHOP generates inverse kinematics rotations for bone chains similar to the InverseKinCHOP. The primary difference is that the input specification is taken entirely from input channels instead of object paths.
  22. pluralsight.com Houdini courses?

    these are pretty high level workshops - I'd spend more time in Houdini and reading the documentation instead of spending money on tutorials
  23. Vertex Color from Zbrush

    I can't say for sure - but I'd go with a different format - like FBX that might be easier can you make a sphere, polypaint it a little then export it as obj and fbx - and attach it here? - I'd like to have a look and see what we can do.
  24. first off - <PATH TO YOUR GIT CLONE HERE> this is the path on disk to your GIT repository - https://git-scm.com/docs/git-clone I'm afraid I can't really help you there... as for installing otl/hda - there is nothing wrong with simply placing the file in your USER otl directory - NOT the Houdini install folder otls directory. your user otl directory will be in My Documents or Documents (I can't remember where it is on Windows these days) have a read through this https://www.sidefx.com/docs/houdini/assets/install
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