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About Krion

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  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. 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); }
  6. 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
  7. 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.
  8. 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.
  9. Thanks for sharing alex333d, I will look at the code and try it out.
  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. 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
  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. 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.
  14. 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,
  15. Keyframing with Python seems buggy?

    Thanks Atom, it's indeed a smart idea to first delete all the keyframes.