[[Template core/front/profile/profileHeader is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]
Community Reputation
6 NeutralAbout MitchFields
-
Rank
Peon
Personal Information
-
Name
mtf
-
Location
Hollywood
Recent Profile Visitors
1,014 profile views
-
Hello everyone, I've just installed that juicy FRESH houdini engine 2.0 for unreal. There is obviously a lack of information as it is so new, and I'm struggling to figure out how to edit my HDA's parameters within a blueprint - If anybody has any tutorials or information about this they could point me to, would be much appreciated!
-
Helloooo - Since using 18.5.499 every single flipbook generation I have done, has been super slow? That being said, it may be my own fault. I've created countless files with different $JOB / $HIP folders. Using the image magick + ffmpeg exporting hack after I flipbook. But creating the flipbook... even if there's barely any geometry, is taking 30 seconds a frame?... Has anyone else had this issue? Thanks !
-
MitchFields started following KineFX to Unreal
-
Hello everyone, I'm wracking my brain trying to understand proper export format with Kinefx. Other than a couple seminars, there's not too much information out there that i can seem to get my hands on. Has anyone tried this out? So far I'm just file>export>fbx. Unreal isn't reading any skin data or animation... And I'm not sure how "legit" the skinning and skeleton is with Kinefx anyway... Are there certain attribs I should have? Do I need to import a skeleton separately? Do I export with "force skin deform export"? Do I export with the deform node? I'm still figuring out a lot of unreal importing stuff so I'm new, any amount of help is fully appreciated! Thanks.
-
What is Lerp VEX functtion equivalent in Point VOP?
MitchFields replied to Masoud's topic in General Houdini Questions
Mix -
Chop Reference Issue [SOLVED
MitchFields replied to MitchFields's topic in General Houdini Questions
Wow I knew there was something I was missing, can't believe that's all it was thanks so much! Appreciate it Tomas. -
My first time messing around with Chops outside of just adding some easy adjusting with motionfx. I'm testing it out just trying to move a sphere with some audio, what am I doing wrong? I appreciate any and all help, thanks. My values aren't super small, I feel that they should be noticeable. Here I'm doing " chop("/obj/chop_music_OUT_music/") " is this not the correct way of referencing the node within chops? / getting the audio data ? I feel like I'm making a dumb mistake somewhere but I've been stuck for a few hours, any help is welcomed. If you guys have any links to more recent tutorials covering that topic that would be helpful as well, thanks so much.
-
Alembic from maya - reversed normals
MitchFields replied to kumpa's topic in General Houdini Questions
When exporting alembic files you have some options for what you want to keep/get rid of if you scroll down. Did you already mess with this? -
MitchFields started following pclaes
-
Move pivot to center of other node?
MitchFields replied to Krion's topic in General Houdini Questions
One idea that comes to mind is merging and then packing those two boxes you have, and adding a single point to it while deleting the geometry. This will give you the center of whatever geometry you have. Then, do whichever of various way you want to blend positions and rotations between the two. -
Problems with the active attribute
MitchFields replied to PortalPyro98's topic in General Houdini Questions
That's perfect! Great job man. Solver's are wonderful for this sort of stuff. Post a picture of your finished result whenever you get it done!- 3 replies
-
- rigid bodies
- h17
-
(and 2 more)
Tagged with:
-
Problems with the active attribute
MitchFields replied to PortalPyro98's topic in General Houdini Questions
Looked at your file but don't have too much time, your bounding boxes are what sets your active attribute. As soon as your geometry leaves the bounding box, active will be 0. I would suggest using a solver to check if the attribute has ever been turned on.Grab the previous frame, if it was 1 then it is still 1, if it's 0 then it's still 0. That way whatever leaves your bounding box, will retain it's active attribute. Check Matt Estat's cgiwiki for information about the solver sop. http://www.tokeru.com/cgwiki/index.php?title=The_solver_sop- 3 replies
-
- 1
-
-
- rigid bodies
- h17
-
(and 2 more)
Tagged with:
-
3D Rendering India started following MitchFields
-
Shortest Path Sop, keeping all the points
MitchFields replied to shadowt56's topic in General Houdini Questions
Deforming geometry is always an annoyance, have you tried applying rest position prior to your animation, and driving your leaves with that after the fact? If you're really struggling with something it always helps if you can post a picture or a file! Cheers -
Simon holmedal has serveral tutorials out and about! I suggest you dig around.
-
Gnomon student here Robby's course is awesome! I suggest you start looking through the Matt Estata's cgiwiki, there is a lot of great information there.
-
[SOLVED] Animate points of polyline and keep distance?
MitchFields replied to Krion's topic in General Houdini Questions
http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex19 Seems like you might be looking to use primuv or possibly minpos -
Ahhhhh okay I see, thank you Tomas. I've gotta get out of my comfort zone and start using setpointgroup more often. Thanks!!!