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zarralax

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About zarralax

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    Peon

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  • Name
    Zarralax
  • Location
    usa
  1. Greeble plugin for Houdini

    Source code is provided, someone needs to compile it for H17, and the platform, Win10? I would, but i don't have visual studio at home.
  2. Please help to modeling leaf venation

    nice Algorithm!, i did a quick test:
  3. Edge Flow

    Excellent, looking forward to that! let me know of you need a tester
  4. Edge Flow

    this would work well with your Divide Edges otl, could even combine them. BTW, I just found all your otl's. Amazing work, thanks so much for these! Do you take requests? so many cool features I've seen lately with Blender (Mesh Machine)!
  5. Direct Modeling HDA

    @Alexey Vanzhula that's a shame that you got rid of the menu, I liked it and was getting used to it. Any idea when DM 2.0 is going to be released? thanks, z
  6. Direct Modeling HDA

    @Alexey Vanzhula Hello, I recently bought DM a few days ago. And I have a few questions: My DM menu is very small (I work on a 4k monitor) is there a way to make it bigger? Any ETA on DM 2.0? or giving owners of DM 1.0 early access? 11 Months ago you posted this video that shows DM 1.0.1, but I cannot find the "Flow Loop" command in the DM menu nor the DM shelf, is DM 1.0.1 not the release you get from your Gumroad? I seem to be missing some commands in my DM Menu seen here: https://postimg.cc/mz5QtMmR, I see the commands in the DM shelf but how do I get them into the menu? This happens in H16.5 and H17 (Win10) Missing the following: Delete Nodes Clean History Bake History Flatten H Flatten V Bridge Std thanks, z
  7. create rig from RBD objects

    So I was able to use the RBDtoFBX from the Game Dev Toolset shelf to export my baked sim from Houdini into Maya. Then I was able to use this python script in Maya to automatically convert each object piece into a bone and have it auto skinned. import maya.cmds as mc def bakeToSkeleton(): #Set up selection selection = mc.ls(sl = True) mc.select(cl=True) jointList = [] locList = [] duplicateList = [] rootJoint = "rootJoint" #Create and attach Skeleton to meshes if mc.objExists("rootJoint")==False: rootJoint = "rootJoint" mc.joint(n=rootJoint, p=(0, 0, 0)) mc.select(cl=True) for selected in selection: if "|" in selected: nice_name = selected.split("|") nice_name = nice_name[1] else: nice_name = selected locName = nice_name + "_Loc" jointName = nice_name + "_joint" mc.joint(n=jointName, p=(0, 0, 0)) mc.parent(jointName, rootJoint) mc.spaceLocator(n=locName, p=(0, 0, 0)) mc.pointConstraint(selected,locName) mc.orientConstraint(selected,locName) mc.scaleConstraint(selected,locName) locList.append(locName) jointList.append(jointName) mc.select(cl=True) #Bake Animation to joints and remove constraints animStartTime = mc.playbackOptions(q=True, minTime=True) animEndTime = mc.playbackOptions(q=True, maxTime=True) currentFrame = animStartTime while(currentFrame <= animEndTime): i = 0 while(i < len(locList)): currentT = mc.getAttr(locList[i] + ".translate") currentR = mc.getAttr(locList[i] + ".rotate") currentS = mc.getAttr(locList[i] + ".scale") mc.setKeyframe(jointList[i], at = "translateX", v = currentT[0][0]) mc.setKeyframe(jointList[i], at = "translateY", v = currentT[0][1]) mc.setKeyframe(jointList[i], at = "translateZ", v = currentT[0][2]) mc.setKeyframe(jointList[i], at = "rotateX", v = currentR[0][0]) mc.setKeyframe(jointList[i], at = "rotateY", v = currentR[0][1]) mc.setKeyframe(jointList[i], at = "rotateZ", v = currentR[0][2]) mc.setKeyframe(jointList[i], at = "scaleX", v = currentS[0][0]) mc.setKeyframe(jointList[i], at = "scaleY", v = currentS[0][1]) mc.setKeyframe(jointList[i], at = "scaleZ", v = currentS[0][2]) i += 1 mc.currentTime(currentFrame, e = True) currentFrame += 1 #Duplicate and attach mesh to joints i = 0 while i<len(selection): if "|" in selection[i]: nice_dup_name = selection[i].split("|") nice_dup_name = nice_dup_name[1] else: nice_dup_name = selection[i] dupName = nice_dup_name + "_baked" #mc.duplicate(selection[i], n= dupName) shapes = mc.listRelatives(selection[i], s = True) tmp = mc.instance(shapes[0]) mc.duplicate(tmp, n=dupName) mc.delete(tmp) mc.parent(dupName, world = True) mc.makeIdentity(apply = True) duplicateList.append(dupName) mc.select(dupName, jointList[i]) mc.skinCluster(toSelectedBones=True) i+=1 #Collect and clean up scene for i in locList: mc.delete(i) mc.group("rootJoint", duplicateList, n="Baked Simulation Contents") mc.setAttr("Baked_Simulation_Contents.sz",keyable = False,lock=True, channelBox = False) mc.setAttr("Baked_Simulation_Contents.sy",keyable = False,lock=True, channelBox = False) mc.setAttr("Baked_Simulation_Contents.sx",keyable = False,lock=True, channelBox = False) mc.setAttr("Baked_Simulation_Contents.tz",keyable = False,lock=True, channelBox = False) mc.setAttr("Baked_Simulation_Contents.ty",keyable = False,lock=True, channelBox = False) mc.setAttr("Baked_Simulation_Contents.tx",keyable = False,lock=True, channelBox = False) mc.setAttr("Baked_Simulation_Contents.rz",keyable = False,lock=True, channelBox = False) mc.setAttr("Baked_Simulation_Contents.ry",keyable = False,lock=True, channelBox = False) mc.setAttr("Baked_Simulation_Contents.rx",keyable = False,lock=True, channelBox = False) for i in selection: mc.hide(i) print i print "Baked Animation To Skeleton Conversion Done" bakeToSkeleton()
  8. create rig from RBD objects

    Fracture Animation Export? I think that just exports an fbx for Unreal and Unity. I wanted bones to get created for me with auto rigging.
  9. Hello, I am wondering how i can take an object that i have fractured with glue constraints and sim'd and have Houdini automatically create a bone for each fractured object and skin weight it and bake the sim animation into the bones. I tried searching this forum and the interwebs and i'm not finding what i want. thanks!
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