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michael

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Everything posted by michael

  1. also in the textport you can type: help (or exhelp) -k keyword and you will get all the functions/commands that contain this word in it's help. eg. exhelp -k bone returns: boneangle objkinoverride objpretransform
  2. Pose Library and FBX?

    note that you don't have to use an HDA - it's just better/easier. as for CHOPs - check out the docs: http://www.sidefx.com/docs/houdini15.5/pypanel/poselibrary
  3. Pose Library and FBX?

    damn - sorry, read too fast. the reason that this isn't working is that the Pose Library has to target a node (the "Character") in order to grab the parameter values an imported FBX file is a subnet, animating the nulls/bones/etc INSIDE this subnet WILL NOT be read by the Pose Library - it's just looking at the "Character" - the subnet itself. the Pose Library was really intended for use with HDAs - which are like subnets but they have parameters that have been promoted and are therefore seen by the Pose Library. if you want to use an imported FBX, you can make an HDA from it and promote all the null rotations to the top level, then the Pose Library will record them. HTH
  4. Pose Library and FBX?

    ugh - no idea :| been too long since I've used Windows. please submit this as a bug
  5. Pose Library and FBX?

    you'll need to move out of Edit Mode. Top right checkbox.
  6. Auto-Rig Quadruped

    the only real difference with quadrupeds is the back leg. and yes there are updates planned for h16
  7. Auto-Rig Quadruped

    oh sorry - you mean you have to scale the auto rigs to 0.003, yeah that's no good. the rigs that the current auto rigs produce are not, IMO, production rigs - they are slow and difficult to use/edit
  8. Auto-Rig Quadruped

    it's the scale - 0.003 is 3 millimeters - I find it difficult to imagine why your cat is this small. Houdini has a cutoff on it's handles that disregards these tiny numbers. so a few things 1 - don't use the current auto rigs - the rig you'll get isn't one that you'll want use. 2 - scale your cat up a bit and just scale the rig tools down a bit - then when you've built the rig you can scale it as you need.
  9. don't use bones - use nulls in order to use bones as a guide for rig creation you'd have to promote all of the bones parameters (well not all - but most) if you use nulls you'll just need the Translates.
  10. curve from point

    do a google search for Houdini Plexus and you'll find some tutorials
  11. Rigging and Corrective Shapes

    we should really make that one easier to find it's super powerful/important but often overlooked.
  12. Rigging and Corrective Shapes

    have a look at the sopcreteedit command http://www.sidefx.com/docs/houdini15.5/commands/sopcreateedit
  13. H16 at Siggraph?

    wrt the node shapes...sometimes you have 1500 nodes in an HDA and it would be nice to identify node types at a glance - instead of having to zoom way in to find the node you're looking for.
  14. Indie 15.5.528 and 3rd party renderers

    and just in time...
  15. studios build an environment to create and store project info...they don't rely on individual users to do things right often times a project requires a very specific combination of application versions, third party libraries (python, boost etc etc), proprietary code, project management (Shotgun etc) asset management software etc to function correctly...it's a huge issue to manage properly. The New Project feature is just a little tiny version of this for basic Houdini use.
  16. I don't think many people are actually using the New Project feature ;|
  17. Houdini Alembic camera import sizing

    or use the alembic functions directly http://www.sidefx.com/docs/houdini/hom/abc_extensions
  18. I'd leave $HOME alone Houdini uses $HOME to store preferences etc... I'll try to ask around an see if that default $HOME in the new project dialog can be changed.
  19. Working with small camera

    yeah - that too, should have mentioned it.
  20. Working with small camera

    you'll need to scale you scene up by 100.
  21. the only useful way to do this would be to build a scene (or small set of scenes) that contained a full range of geometry types (polys, nurbs, curves, volumes etc), animated and static and then build a set of shaders with all the characteristics possible in the various renderers (BRDF, sss, refraction etc etc). then render the scene(s) with all the different renderers to try to get the exact same resulting image - then compare the render times, how long/difficult was it to get the settings right, what each renderer could and couldn't do etc it's not impossible but would take a lot of time and effort, something that not many people have to spare.
  22. Houdini Help example files?

    click on the "?" at the top right of the scatter SOP parameters pane to bring up the Help Card - at the bottom of a SOPs help card will the all the examples associated with that SOP.
  23. MocapBiped1 Capture Weights (Huh?)

    I find that removing all groups and attributes helps speed things up (though this may not be needed in the current versions) to flood fill - there is a button on the capture paint node called Apply to All (I think - don't have H at the moment) but I'd avoid that as it's not very smart - for areas like the mouthbag I make a point group and use that in the capture paint or capture override SOP. Sometimes I use the Visibility SOP to isolate parts of the mesh. I don't use reduce or erase - I just paint to a different bone - back and forth till I get what I want. to populate the tool - use ctrl+MMB to select a new region.
  24. MocapBiped1 Capture Weights (Huh?)

    if the attribute doesn't exist then the deform SOP will just error out, it will not 'look around' to find cregions - that's what the capture SOP does - create the attributes based on the cregion (or proximity) once the attributes exist the points will be deformed based on the transform of the region - but it will ignore the size.
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