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Everything posted by Krion

  1. Hi, I already familiar with the concept that you can place an installed asset inside an 'top-level' asset and create nested hierarchies. But as far as I know you have to have all the child-assets installed also. But is it also possible to have the HDAs included in the top level asset imstallation? I just saw the built-in 'Toon Character' rig from SideFX, and that seems to be build that way: because I can't find these child assets when tab-typen in the network.. like for example 'Animation Rig Biped Arm'. Would love to hear any suggestions. Thanks, :-)
  2. Understanding of the Basis SOP

    I do not see the example on the current documentation page of the Basis SOP. Has it been removed?
  3. Best practices for animating visibility?

    Visibility SOP? https://www.sidefx.com/docs/houdini/nodes/sop/visibility.html
  4. Hi, I am trying to learn to rig and I was hoping for some help/clarification with my very first rig-problem. I would like to have this 'original' FK control op top applied/added again to the shape after it is been constraint by a Follow Path constraint. I am wondering how this could be done. Thanks for any help, it's really appreciated try rigging.hipnc
  5. Hi, From the sidefx docs I stole this code: desktop = hou.ui.curDesktop() viewer = desktop.paneTabOfType(hou.paneTabType.SceneViewer) # Copy the viewer's current flipbook settings flipbook_options = viewer.flipbookSettings().stash() # Change the settings however you need # (for example, set the frame range and output filename) parmi = hou.parm("/obj/comments/addtoflipexport") flipbook_options.frameRange( (1, 5) ) flipbook_options.output("$HIP/flipjes/flipbook_FRM=`padzero(4, $F)`.jpg") # Generate the flipbook using the modified settings viewer.flipbook(viewer.curViewport(), flipbook_options) I did change the normal $F from my original filename to `padzero(4, $F)`, but it still only outputs one frame. How do I make it update along with the frame number while the scene is generating the flipbook? Thanks in advance. python flipbook.hipnc
  6. Thanks anim, that’s sobering. Got a quick and dirty fix now by just point-wrangling this after the connections were made: if(@P == {0,0,0}){ removeprim(0,i@primnum,1); }
  7. Let me explain what I am trying to do: I make connections, and keep track on the ‘target points’ which from which other points connections were made and how many. (with two attributes: i[]@isTarget_ptID_Array, and i@isTargetOf_counter) thus far I got a fairly stable connection ‘by id’, but only when particles die some unwanted behaviour is happening and points will snap to the origin. I tried to resolve this by trying to kill all connected points when a point dies (by setting the attribute of these connected points to @dead=1 when the current pt is dead, or going to die, before the ‘reaping of the particles’) But that doesn’t seem to work (or at least in the way I tried). Why does the id 45 not die along when id 20 dies in these gifs? 45 is in the array of the 20, right? thanks for any help, kill simultaneously.hipnc
  8. colon in path

    I was watching this tutorial and finding out about this on 19:00, went on searching to find further explaination and found this empty thread. So apparently, this is just the way it is when referencing a DOP network.
  9. So, obviously this feels like a limitation from the perspective of 'every day user-apps', but it turns out beautifully as in other times with Houdini: It forced me to face the OBJ context, which I always kinda ignored, but this provides way more flexibity with viewing and selecting multple parts, and it got me hyped for the possibility of learning to rig. And it also got me started with Viewer States to solve the specific problem of viewing handles of multple motion-paths (which are now generated using an add sop). If someone is interested for a similar thing, here is the hip file: selectable_motionpath.share.hipnc I haven’t really looked yet at the ‘selectors’ functionalities of the viewer state, so I don’t know if they would provide a better way, but from a quick glance at it while I already had this idea, it didn’t seem so, altho I don’t know for sure. It would be nice if there was a way to improve this so that it would also be possible to select and move multiple handles at once. But I right now I am mostly satisfied with this result.
  10. I have created this setup for animating points of a geo with self-created ’motion paths’. There is one motion path for each point of the geo, and the motion paths are controlled by one global (carve u) value. For each motion path there is an Edit SOP that I can edit to tweak the motion of that point. (For that btw I set the display flag on my ‘motion path visualiser’ asset and just select and edit the corresponding Edit SOP). This does work okay, but there are some times when I wish I could edit all the motion paths at the same time, or select a few of them and edit those. Now I have to edit them one by one. I have been thinking about how you can do this, like u know maybe merging all the motion paths for a global edit and import them back by name attribute to the place the path where it actually lives in the network.. but I always find myself having multiple Edit SOPs then, and I would like to keep it simple and have one Edit node per motion path. (Because otherwise it get’s all complicated: Which edit node contains what? What effects do previous edit sops have on later edit sops?) Is there some secret Houdini trick for tackling this or what are your thoughts on this? Thanks very much, in advance
  11. Thanks for sharing alex333d, I will look at the code and try it out.
  12. Default autosave

    Someone else noticed this doesn’t work anymore in H18? At least with me it doesn’t.. I am on Houdini 18.0.416 right now. Did anything change? Thanks again, Edit: Not needed anymore. It just works now.
  13. Hi, It's finally Python learning time for me. I thought I'd start with learning to keyframe in Python. I searched a bit and now, inspired by the asCode() stuff, implementing it, I think I am still doing something wrong. Because I set two keyframes at distinct times, and it acts buggy. The first keyframe was initially only 'Hi', before I started trying to implement adding a variable to that 'Hi' (Hi it's time variable now), and that new try only shows up on some (random?) frames and the old 'Hi' keyframe is still in view mostly, even while it is no longer in the code. Also the second 'Bye' keyframe doesn't start smoothly but also with some flickering. What am I doing wrong? Thanks in advance, appreciate your help ffLosTest.hipnc
  14. Keyframing with Python seems buggy?

    Is it also possible to set parameters that way? I changed the code and put this before the beginning. node = hou.pwd() node.parm("keys").set(17) That indeed set the parameters and the stuff keeped working, seemingly. But then randomly stops working sometimes. Below you can see a GIF where literally the same code is used on font6 and font7, and in the beginning font7 doesn't work but font6 does.. After a random change (parameter change on font6, trying to make them equal), but now it's the other way around.. i.e. font7 works and font6 doesn't. If that is possible I would then also like to set the text channels (who are next to these 'keyframes') using strings from Python.
  15. Keyframing with Python seems buggy?

    How would that look? How would you translate the above code 'inside a Python Expression'? I am now, for example, setting keyframes with a for loop with dynamically created spare-parameters created in that loop which then are fed back into the keyframe's time argument and stuff. Would that also be possible without the Python SOP? Thanks,
  16. Keyframing with Python seems buggy?

    Thanks Atom, it's indeed a smart idea to first delete all the keyframes.
  17. Hey there! The documentation says i can: But it doesn't seem to work with me: Am i missing something? Thanks!
  18. Hi, I would like to avoid renders or exports from being overridden. I thought putting a time variable in the filename would be able to fix that for me. I’ve found this _HIP_SAVETIME variable here, but that’s not enough as I can still make changes after I have saved the hip and export/override. Does anyone have any ideas on how to accomplish this? Thanks,
  19. Installing Qlib Package method

    But is it even the case that the menu option should open the hda’s in the file? Or should the hda’s/otls already be in every new file? Because I don’t have the nodes when pushing TAP. And the online docs don’t seem to talk about this. The local docs from the qLib folder seem to be empty. Also when accessing from the qLib>Help menu option. Did a few redownloads and reinstalls but nothing did help.
  20. Installing Qlib Package method

    Hi, I have done this, but now it's the same as when I had it installed with this packager app: I have the menu bar 'qLib' submenu, but I don't have the nodes/assets. Any ideas? Is this option in the submenu supposed to open the HDA's? Because then I get this error:
  21. Installing Qlib Package method

    Any solution? Doesn't work when I copy either the qLib_package_linux.json or the qLib_package_windows.json in my packages folder on OSX. Is qLib not available for Mac?
  22. I see. I've noticed tho that the comment doesn't pop up when I render with the Render View and click 'Save Render' right from there, but it does work when I choose 'Render to Disk'. Does anyone know if there's a way to also save the exr comment with the snapshots saved from the Render View? As I would love to also be able to see the comment/settings on small render regions made with shift+click&drag.
  23. Hi, Sometimes I would like to just try out quick renders and make the design decisions laters. Is it possible to bake certain parameters you are trying out into your render, so you can see what you did differently back then, when you did that render? Thanks,
  24. Thanks, @markingleukc, I saw this render setting also, which made me hopeful for also being able display a comment in a render. But I don't know how to use it. When I place it on the camera it doesn't work. Does it belong somewhere else? Or does the comment exist in some hidden image-metadata and is not supposed to be on top of the C plane or a separate image channel?
  25. Hi, I see here on the "removing noise" help page, that there is supposed to be a "Scattering Quality parameter located on the shader attached to the object". In the Principled Shader I did not see it, but when I searched further I saw that on the help page of the Classic Shader, there should be one such control. But when I tried in H17.5, it doesn't appear in the Classic Shader: Woz going here? Thanks in advance.