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CinnamonMetal

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About CinnamonMetal

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    Initiate

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  • Name
    Christopher
  1. Houdini Expression Editor plugin

    Apparently it doesn't work when you place it in a custom path as in HOUDINI_PATH.
  2. This path is not working within a File Cache node; $JOB/sim/wedge`chs("../ctrl_panel/wedge")`/wall-crash3.filecache2.$F.bgeo.sc ?
  3. I know you can create a custom icons, how do you create the graphical icons within the icons and place them within the icons ?
  4. I want to create a variable which when using a file cache node and clicking one of the Save to.. options which I'm prompt for a name & write to metadata of the files ?
  5. I hope someone can help. I'm attempting the cache out a sim using the file cache node, although when clicking the save to disk within the file cache node I get this error ?
  6. Houdini 17 Wishlist

    @sebkaineThanks, quite interesting
  7. Houdini 17 Wishlist

    If it's anything like this, I hope it places the modeling nodes in a sub-network rather then on the main network; tools like these can add hundreds of nodes within minutes and to have your network view polluted with edit, modify nodes would be horrendous.
  8. Houdini 17 Wishlist

    You don't happen to have the prints for the Maya 1.0 > Maya 4.0 out of curiosity ?
  9. Houdini 17 Wishlist

    Using an external editor isn't horrible, you can do alot with the files in an external editor, that is not possible within a wrangler; although I do see your point of view. printnum(foo) Maybe I still need to learn more C/C++
  10. Houdini 17 Wishlist

    When creating a DOP Net within the SOP (Object) context, I would like to have a similar block context as does the forEach SOP so one can select the DOP Net and the SOP Network, and have it joined together as one to keep things together more in a pack style, rather then the DOP Net orphaned anywhere in the OBJ window pane; keeping things together one knows the DOP Net is associated with the SOP network. Also, it's great some of the things SideFX is doing, but lets not dummy down too many things in Houdini, it then reaches a point where SideFX is hiding the old bits in return for easy and convenience to appease some users. As for sculpting in Houdini, it's a nice suggestion but honestly zBrush and 3D Coat do a excellent Job in this arena; adding topology modifiers is great but, multiple features would have to be packed into one node, for example bevel; so one can bevel and extrude in one, without additional edit nodes or bevel nodes being added. I suppose we can wait to see what SideFX does in H17, or then again you could use Modo/Maya for modeling which as Houdini Artist\Technical people we like to have an advanced tool but we should not forget modeling hasn't gone to the stone age, neither has texture paint too such as Substance which I'm personally not a fan of, or Mari, which I am personally a fan off The last bit I thought about sharing my personal software preferences
  11. Houdini 17 Wishlist

    What for is this roadmap ?
  12. Houdini 17 Wishlist

    What do you mean ?
  13. Calculate length of adjacent pieces sop ?

    Within a forLoop apply the primNum to a vector attribute ?
  14. Calculate length of adjacent pieces sop ?

    Any other methods Otherwise I'm good ?
  15. Calculate length of adjacent pieces sop ?

    Sorry, I should have mentioned I'm aware of the restlength attribute within the connect adjacent pieces sop; I want to know how to calculate it as if that attribute didn't exist within the connect adjacent pieces sop ?
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