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bentraje last won the day on April 25 2021

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  1. Hi, Still looking for answer on this one
  2. Hi, Is there a way I can create a joint/bone in skeleton node using python? I tried dragging the node in the Python Shell. It has a SOPnode type. I tried running the dir() command under it and it doesn’t seem to have method relating to creating a joint/bone. When searching for “skeleton”, “joint” or “bone”, in the documentation, nothing seems to pertain in skeleton node. Is there a way around this? P.S. Cross posted this in the tech-artist (getting desperate huehue) Will just update accordingly if either side has solution.
  3. Oh, after rummaging through the documentation, there is no one method that does it. So I got the manipulator handles by simply 1) Getting the selected points 2) Getting their position coordinates and dividing them by the total number of selected points. You can check the sample script here: import toolutils selection = toolutils selection = selection.sceneViewer().selectGeometry() node = selection.nodes()[0] geo = node.geometry() points_patt = selection.selectionStrings(False)[-1] geo.globPoints(points_patt) pt_list = geo.globPoints(points_patt) center_pos = [0,0,0] idx = 0 for pt in pt_list: pos = pt.attribValue("P") center_pos[0] += pos[0] center_pos[1] += pos[1] center_pos[2] += pos[2] idx += 1 center_pos[0] = center_pos[0] /idx center_pos[1] = center_pos[1] /idx center_pos[2] = center_pos[2] /idx print (center_pos)
  4. Hi, Is there a way I can get the manipulator handles coordinates? (i.e. world space position)? My use case for this is to create joints in the center of my selection. That's why I need the world space position. The closest documentation I retrieved is this one: https://www.sidefx.com/docs/houdini/hom/state_handles.html But AFAIK, it is referring to binding manipulator handles to custom tools.
  5. @made.by.geoff RE: I think that 20 element array is a weird 4x5 matrix Ah gotcha. That make sense. Silly me haha. I used to see it in columns and rows haha like this 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 0 1 1 1 1 With that said, I was able to make it work (not quite fully procedural). But I got the basic idea working. Will tag this thread now solved. Thanks for the help! weight_based_on_attributes_group_v1.4.hipnc
  6. Thanks for the prompt response @made.by.geoff And sorry for the late reply. Something came up. RE: any reason you're not using the proximity capture Matt and I suggested earlier I'm using it actually for most of the task. Just wondering if I can also brute force it using the point/attribute selection. RE: honestly that seems overkill for blocking, Yes, it is Nevertheless I'm interested in the future since there are cases there are polygon selection from other DCC models and it would be nice I can use them for blocking. RE: Look at the "set_detail_attribs1" wrangle. It took me some time to check it again since the example is in .hip (rather in .hipnc / .hiplc). Yea, it seems like this is a missing piece but I'm quite confused how it was set up since there is a hard coded data. You can see what I mean below.
  7. Hi, By default (at least most tutorials), they use a biharmonic capture node that is equivalent to a standard/automatic/initial skinning in C4D/Maya. It works. But my workflow is to block each joint influence 1 by 1 and not let an algorithm decide it for me.Then later just smooth things out per region. I was thinking of two step 1) Create attributes/groups for each section of joint influence 2) Use attribute wrangle for an if else logic. (if you contain this attribute/group, full 1 weight otherwise, zero) Step #1 is easy enough. Just use attribute wrangle or a group node. Step #2 is tricky. The main reason is its a bit hard to access the attributes. With the help of this tokeru website under the procedural skinning section, I was able to get close. My remaining problem is "packing" weights for the bone deform consumption. See attached file below: Is there a way around this? weight_based_on_attributes_group_v1.2.hipnc
  8. Hi @Aizatulin Thanks for the illustration file. Works as expected. Learned about find and push expressions
  9. Hi, Is there a way I can change the string attribute to an int attribute. For example, base data is BEFORE ptnum, name 1, joint_a_sel, 2, joint_b_sel, 3, joint_d_sel, 4, joint_a_sel, 5, joint_c_sel, resulting data would be like AFTER ptnum, name, name_int 1, joint_a_sel, 1 2, joint_b_sel, 2 3, joint_d_sel, 4 4, joint_a_sel, 1 5, joint_c_sel, 3 I'm not sure what's the proper nomenclature for this task but hopefully the before and after makes it clear. Is there a way around this? P.S. AFAIK, the atof() expression is only for strings that already looks like a number but is labelled as a string.
  10. Ah gotcha. Thanks for the link @mestela! Works as expected!
  11. Hi @madebygeoff Thanks for the response. But how do I use it? I haven't seen it being used. Nor do the documentation provide an illustration. I tried just substituting it with Biharmonic Capture but it does not work. You can check the sample node structure below:
  12. Hi, In Maya, there is an option of Max Influence where only a certain number of joints can weight a specific point. I was wondering if there is an option in Houdini or at least in Biharmonic Capture. There seems to be none but I could be wrong. My main purpose is to block weights. For initial weight, I only want joint to affect a point. Then I'll do manual smoothing depending on the articulation. Is there way around this?
  13. HDCycles (Cycles for Houdini) ?

    @schwungsau Ah gotcha. I initially thought Cycles for Houdini was like a "standalone" plugin like Redshift and Arnold. I guess its implemention needs Solaris knowledge
  14. HDCycles (Cycles for Houdini) ?

    Still wondering if anyone has tried it.
  15. Hi, Is there away to automate my Output File parameter in ROP FBX Output node based on the Geometry File parameter in File node? For example, Input: Geometry File: D:/chair_big.fbx Output: Output File: D:/chair_big_fixed.fbx I have a lot of these fbx files that needs fixing and it would be nice if I can just swap them out and click save disk rather than changing the output file everytime. I can use the copy/paste relative reference but there is the "_fixed" suffix that I don't know how to insert lol