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About tagosaku

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    tagosaku sky
  1. Mixing animations from Mixamo.com

    I also did mesh level deform by blend shape. It works well, but has limitation to mix/blend nicely. anyway I just put screen captures here and some headup. 1 - some artists use agent node to import, but I used 'import FBX'. It creates mesh, bone, and material shader automatically better than agent SOP. I guess Agent SOP is good to apply a mixamo animation to own character. 2 - When importing mixamo FBXs, I noticed houdini apply TAKEs. I am not familiar with the TAKE, so I cleaned up animation in separate files, and open new session file. 3 - I wonder how to export alembic file with subframe interpolation. Before exporting, a character has smooth animation with float playback > turn off integer frame value. However, after importing it with alembic SOP, animation does not show smooth animation anymore because subframe interpolation is gone. I don't know why it happens, so I just cached with increment set to 1 to 0.1 rop alembic output SOP, in order to bake all subframes. My questions are: 4 -does anyone explain how to mix/blend animation with bone level clearly? 5 -How to export alembic file with subframe interpolation ? Thanks!
  2. >> Refract limit should work per Object, did you try it properly (like setting refract limit to 0)? I tried Mantra's refract limit to 0, and Geometry's refract limit to 4, but my glass object never get transparency/refraction until Mantra's one set to 3 or 4. Besides, I might need to set higher refract Limit on Mantra, and set low Limit per Geometry nodes. >>Pixel Samples can't be overridden per object Then Houdini should not have such a parameter option, lol
  3. hi, I try to optimize Mantra rendering. This example is about glass object, so try to apply for high sampling and more refract Limit. To do it, I attached render properties from edit parameter interface in a Geometry node, as a screen capture showing. However, a rendering image seems to ignore and nothing reflected by the parameters. So far; - pixel Samples and refract Limit are not working. - Geo Time samples is succeeded to overwrite. I wonder if I am missing something else, or actually we can only overwrite some limited parameters.
  4. Hi, I have a problem to render Mantra with multi object type. Whening clicking render button from render view, it shows messages, 'generating scene' and 'Rendering(0.0%)'. However, actual rendering won't start. I am guessing problems are I try to merge different types of geos and render it as one Geo object. Is that really problem for Mantra???? here is test details; 1 - there are polygon, packed Geos, packed fragment, and (polysoup if unpacking ). Of course, NOT merging volumes 2 - This problem happens with turning on motion blur in Mantra. There is no problem with motion blur OFF. 3 - Mantra render's motion blur is ON, and delete attribute v (and w). Then rendering is working. 4 - surprisingly when changing order of merge-lines, rendering works somehow sometimes., strange !! Thus, I have not found logic to fail render mantra. If you have similar issue and solution, let me know, thanks!
  5. how to import constraint from DOP to SOP

    Oh, my god! Suprisingly that magic path is working! Thanks I wonder how you found this part "/overwrite_with_sop/fetch_old_value" in Houdini help(document)
  6. Hi, I am looking for how to import simed constraint object from DOP to SOP, in order to use DOP data (distance, impact attributes, etc, per primitive). I am guessing we should be able to import constraint data by Dop Import node, but there are something mistakes. I found another way that he turns on a constraint network node > relationship > ON attach internal constraint object parm, but I want to keep turning off this parameter. Thanks
  7. deadline customize question

    Prateek, I don't remember precisely due to a long time ago. My solution was that I paste a button UI as a custom a submit button on deadline node. When hitting the button, it triggers a python script to change cache directory on a cacheNode , and run the original deadline submission, instead of using pre-script. Also, I still don't know/remember why pre-script does not work in farm, but only locally. My guess are : 1 - pre-script is only executed when clicking render button on fetch/Mantra node, or when actual caching or rendering are happening. So I think the submit deadline is just copying and pasting hip file, and does not execute actual caching or rendering. That's why pre-script won't be triggered. 2 - the submit deadline button may ignore these button. 3 - Deadline may need a custom call like "OnJobSubmittedCallback" as Bonsak Schieldrop explained. 4 - actually, when deadline farm picks your jobs, it executes your pre-script,. However, when the job finishes, Houdini may reverse your pre-script. So you could try to type the same script in Post-render script whether this fixs. Some of my ideas could be wrong, but hopefully it gives you inspiration.
  8. how to make parent constraint in bullet sim

    Tomas, thanks for your advice. I don't install h18 yet, but I figured out how to fix by your hip file and comment. I think problem was SOP_solver and constraint_network nodes. It's kinda tricky to work them properly. This time I needed to turn on blur flag on relationship_geometry node in sop solver. I still don't completely understand sop solver node > dop_import node > objectMask parm, and constraintnet work node > relationship tab > constrained objects parm and attach internal constaint to object toggle. Sometimes I need to turn on/off or keep default, or write specific object names, etc. That lacks of fundamentals knowledge caused the problem this time.
  9. hi, I have a question about bullet sim's constraint. As a attached picture, I made a Glue constraint between active packed object and animated static packed object. When siming, I expect the bottom box start animating with constraint, like a parant. However, only the top box and one side of constraint point are moving. You might say to just make parent animation in SOP without bullet sim, but eventually I want to attach more fragment objects with soft constraints on the bottom part. I would appreciate for any helps, thanks!
  10. bullet metal bending by constraints

    hi, I have a question about bullet sim for metal bending. Goal is to able to bend many times by a certain condition. So far , I tried a couple of tests, but never work properly. Outline of my thought and trials are: - hit a box and metal is bent momentaily and stop motion and keep a shape completely . And repeat to hit a box and metal is bent over and over again.... - use Glue and Soft(or hard) constraints to switch each other in SOP-solver by conditions of primitive attributes: impact, force, torque, etc. - probably we should not 'next_constraint_name' attribute in order to repeat switching constraints. - When using impact attribute to trigger switch glue to Soft constraints, fraguments start jiggling. This is because I guess fragments geo struggle with mixed constraints. Some constraints are connected as glue, and others are as Soft. - probably when switching constraint type, I should switch a whole fragments, instead of just a hit collsied pieces, in order to avoid strange jiggle. - If I just need one time bending, it's easy. Just picking one frame to switch a whole constraints to Glue. - maybe example pic has too many colliding boxs. Colliding could be happening every 50frames.. Thus, if anyone gives me a very smart rig, it would be amazing, thanks!
  11. RBD material fracture wood - break soft constraint?

    Grayden, your explanation helps me understand 'Attach internal constraint to object' . Thanks. Then, I downloaded julian johnson's glue to soft above.hipnc., which contains only one RBD packed object, and tried to compare sim with the check box ON/OFF. Surprisingly sim results are different each other. I guess it causes by inside of sopSolver nodes. It would be great to have an answer if you have time to take a look. I really want to understand when I should turn on/off this function very well. Best regards,
  12. Make Curve In VEX

    Thank you so much, Konstatin M ! That's very smart and primuv seems to be very powerful. I can proceed my stuff from there. Tesan, thanks, too. I will use it for different cases in future, too.
  13. Make Curve In VEX

    Hi, I have an additional question, related to this thread. There are random existing curves, for instance. When applying a resample node, it adds points evenly. However, I am looking for a way to add points exponentially then add points with even distance. Is that possible to do it procedurally?
  14. bullet dynamic emission does not work properly

    To WLVL Daivd Sorry for late reply. Using 'create active object' fixes all my problems, thanks!! Basically the both of 'create deforming active/static object ' selections kill my setup. Also, I did not mean to use 'create deforming active object ' , but just forgot to select 'create active object.' by human error. I hate there are so many check-list to sim bullet properly. Anyway, thank you so much again!! Cheers!
  15. hi, I try to learn to dynamically emit packed objects in bullet sim. So far, emission seems to be fine, but the scale of each piece object are wrong. I tried to set RBD packed object > bullet data > geometry representation BOX and convex. Then display geometry and show-guide-geo don't match, too. I have no idea what's required to do dynamic emission properly. I attached example file. If anyone tells what to fix, I appreciate it, thanks. bullet_dynaEMission.hip