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Krion

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Everything posted by Krion

  1. Thanks for sharing alex333d, I will look at the code and try it out.
  2. 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
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  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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,
  9. Keyframing with Python seems buggy?

    Thanks Atom, it's indeed a smart idea to first delete all the keyframes.
  10. Hey there! The documentation says i can: But it doesn't seem to work with me: Am i missing something? Thanks!
  11. 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,
  12. 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.
  13. 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:
  14. 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?
  15. 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.
  16. 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,
  17. 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?
  18. 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.
  19. Thanks for your reply, @zlyu I am wondering how you use this VOP, I guess this isn't the right way?
  20. Anyone? Is there otherwise some other method as to achieve such a thing? I don't know yet if CHOPs can do something like this because it is not really working like a dynamics network / looping network, or is it?. I see the Logic CHOP can record if there is change in a channel but I have no idea as of how you should combine these chops for canceling out overlapping copies. Is it possible to cancel out overlapping copies?
  21. Hi peoples, I would like an animation to be triggered, but I don’t want it to be triggered if there already is a triggered animation/copy that is still being played. In the case of this GIF that would mean that sometimes the shifted pulse would exclude one periodic pulse, and sometimes be excluded by the periodic ones. The docs of the Copy CHOP vaguely hint at this being possible, but I can’t get it to work with all tried Copy CHOP node variations, and I don’t really understand what the doc is talking about. I would really appreciate it if someone could help me with this. Also, if there is an other method than the Copy CHOP for triggering animations with overlap, all info is welcome. Thanks in advance!
  22. Thanks anim, that's helpful info..
  23. Hi, I saw on a forum post that if I want to merge a two points and have them be one primitive, I could use the PolyPath node for that, because the Fuse SOP doesn't do that. So that works now and I am very happy with that. But now I want to exclude certain points from the PolyPath. I have put those points in a group, but the PolyPath doesn't have a group field. Is there a way to still exclude a group of points? Or is there another SOP I could use for this? See the scene if you want to see a quick example of the problem. I want only 'child prims' that have the same parent prim to be reconnected to one prim again. Hope it's possible Thanks! polypathgroup.hipnc
  24. Hi Librarian, thanks for your response. I don't really understand the trig.hipnc tho. Do you mean the small CHOP network on the left, that colors the box red? Because there a existing 'instance' doesn't avoid the next one from being called, as is here in the third curve: And the other network on the right is something complex of which I can't see what it is doing in the scene and where the Nulls are getting their data from. Altho I know that a lookup table isn't really for triggering but for mapping animations to a range, right? Anyways here is a hip file. The shift CHOP is just put in there to produce the overlapping copies/instances and to see if this is working: triggeroverlap.hipnc
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