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Everything posted by asnowcappedromance

  1. Mixing animations from Mixamo.com

    Hey what's up guys? I discovered this amazing website https://www.mixamo.com/ where you can download free animated characters as .fbx files. Because the animations clips in Mixamo are pretty short, I'd like to combine several animations in order to get a longer sequence, but I have no idea how to approach this. The FBX comes in with a bone hierarchy, as well as a Geometry OBJ which contains a locked file SOP connected to a locked Bone Capture SOP, which is then connected to a Capture Override SOP which again is connected to a Bone Deform SOP. I assume that this is pretty standard. So if I now import a second animation, I get a new OBJ containing the same Bone OBJ hierarchy but with a different animation. What is the approach to blend the 2 different animations together? And how would I offset such an animation? In CHOPs? Again, this is not my comfort zone in Houdini, I'd appreciate some pointers on how to get this done! Thanks, Manu
  2. Follow Stormborn Studios on Facebook!

    Hey guys, We just launched the official Facebook page for Stormborn Studios! If you like the idea that a small crew of experienced FX ninjas is trying to take on the world of VFX, give us a juicy like, share with your friends and follow us! Thanks for the support! Manu https://www.facebook.com/stormbornstudios
  3. customizing netbox creation and other UI commands

    Hey man, Have a look at this code on how to resize a network box in Python: if hou.selectedNodes(): sel = hou.selectedNodes()[0] pos = sel.position() parent = sel.parent() box = parent.createNetworkBox() box.setPosition(sel.position()) box.addNode(sel) box.setColor(hou.Color(0.5, 0.2, 0.5)) bbox = hou.BoundingRect(pos[0] - 4, pos[1] - 1, pos[0] + 5, pos[1] + 1) box.setBounds(bbox) cheers, Manu
  4. mid- to senior level FX TDs - Stormborn Studios Vancouver

    Role has been filled, thanks guys!!!! Feel free to send me a message anyway if still interested, we always have projects that need top notch Houdini talent
  5. Hi guys, Stormborn Studios is currently looking for mid- to senior level Houdini FX TDs. If you're looking for work or know somebody who does, please shoot me a message! (Vancouver-based artists only!) Cheers, Manu
  6. Introduction to FX using Houdini - workshop

    Hey what's up guys, Only 1 week left to sign up for my fast-track Houdini workshop "Introduction to FX using Houdini". Limited student capacity! Over the course of 9 weeks and 33+ hours of tutorial content students learn how to do procedural modeling, particle-, RBD-, pyro-, FLIP- and whitewater simulations. On top of that we're going to talk about lighting, shading, rendering and we're going to dive deep into VEX scripting. I would love to answer any questions that you might have!!! Cheers, Manu Find the complete course syllabus here: https://www.cgmasteracademy.com/courses/16-intro-to-fx-using-houdini Also for more detailed information on the workshop, check out an interview that was done on 80.lv recently: https://80.lv/articles/making-first-steps-in-vfx-with-procedural-tools/ Here's a quick teaser:
  7. Mixing animations from Mixamo.com

    Hey man, I did it exactly how Atom described it up top. I downloaded several animation clips from Mixamo as FBX and then used timeshift SOPs and the Blendshape SOP in order to blend the animation clips. Pretty easy! Just try to replicate what Atom did, that should work for sure! Cheers, Manu
  8. Uniform Volume Shader with specular/reflection

    woooow 5 days and not a single reply, what's up Odforce? Turns out all I had to do was to transform the point gradient attribute from world to camera space and use the PBR Metallic instead of the PBR reflect. Works really well. Would love to know what's wrong with the PBR Reflect though, why isn't that working as expected? It does if I'm using volumes and a vector3 gradient field ... Thanks to Andrea Sbabo for the tip to use PBR metallic!
  9. Uniform Volume Shader with specular/reflection

    Hey guys, I'm trying to render points as volumes using the uniform volume shader with specularity/reflection. I calculated a gradient attribute on my points (to emulate normals) and plugged that into my shader, but I'm having no success as all. The same technique works if I convert my points to a volume and then use a gradient vector field, however I'd like to get it to work without having to convert my points into a volume. Attached a screenshot of my current shader and also a hip file. Any ideas how to get that to work? Thanks, Manu uniform_volume_spec_test.hiplc
  10. Mixing animations from Mixamo.com

    Hey man, Thanks a lot for the detailed screenshot, I'll have a play first thing tomorrow! Kinda off topic, how are you liking those Ryzens? Better than Xeon or I7? Cheers!!! Edit: I rebuilt your setup and it works like a charm, thanks a lot for pointing me towards the right direction!!
  11. Houdini, Algorithms and Python

    Haven't posted my work here in a long time, but here's a hip file in which I used Python to implement the divide and conquer closest pair of points algorithm. Obviously not nearly as fast as a pcopen lookup, but I wanted to learn about the divide and conquer paradigm and had a lot of fun figuring it out! Code runs in O(n*log(n)) time, as explained in the following video: Enjoy! Comments are always welcome And no, I don't script in C++, no need to tell me that it's faster divide_conquer_find_closest.hipnc
  12. Houdini, Algorithms and Python

    Hey what's up community? In order to keep this thread alive, although I'm hardly ever posting, here's my latest and greatest Python project! Would be awesome to get some feedback on this, cheers!
  13. OTL hotkey problem, help?

    Hi guys, I'm trying to assign a hotkey to the tool section of a script OTL and can't get it to work. Script is located in 'Type properties > Tools'. parameters on the Options Tab are defaults: Name - $HDA_DEFAULT_TOOL LABEL - $HDA_LABEL Then I go to the Hotkeys tab, hit 'Edit' (Global), then the Hotkey Manager pops up and the 'Action' column is selecting 'HDA_LABEL' by default. Now when I assing a hotkey to this, I'm getting the following error pop-up on execution of the hotkey: 'Cannot find the tool $HDA_DEFAULT_TOOL.' Does anybody know how to fix this / what's going on? Thanks a lot, Manu
  14. Houdini, Algorithms and Python

    No Of course Linux does have copy/paste What I wanted to do is store strings that are created by Python into the clipboard, that's not possible without using modules in Python. Using PySide/PyQt, not only can you store strings, you can also store images as well as Mime data, which can be quite helpful!
  15. Houdini, Algorithms and Python

    Here's an interesting snippet I came up with the other day. If you want to copy/paste stuff with Python, but you're working on Linux and 'xsel' is not installed on your system, you can abuse PySide to access the clipboard. Following code takes the path of a selected node and copies it into the clipboard, so you can paste it with ctrl-v: if hou.selectedNodes(): import PySide.QtGui as qtg app = qtg.QApplication.instance() clipboard = app.clipboard() string = hou.selectedNodes()[0].path() clipboard.setText(string)
  16. Hi guys, This has boggled my mind for a while now. I have a OTL that has a tool script attached to it (Type Properties > Tool section), that evokes a PySide interface. The problem is that when I run the tool a few times, every single time a new instance of the interface is being opened, while the old one is still alive. So I'm ending up with lots of open windows of the same tool after a while which is super annoying. How can I prevent this from happening? I want to have only one single instance running at a time, basically close the old window if the tool is run again. Here's a really simple example that we could use as a test case. (Same problem if I run it as a shelf tool) from PySide import QtGui, QtCore class Window(QtGui.QWidget): """Simple Test""" def __init__(self): super(Window, self).__init__() self.setGeometry(50, 50, 500, 300) self.setWindowTitle("test") self.home() def home(self): btn = QtGui.QPushButton("Test Button") a_label = QtGui.QLabel("Test Label") qvbox = QtGui.QVBoxLayout() qvbox.addWidget(btn) qvbox.addWidget(a_label) qvbox.insertStretch(2) self.setLayout(qvbox) def run(self): self.show() main = Window() main.run() Some where I read that using the QEventLoop might help to detect running instances with hou.ui.eventLoopCallbacks(), but after trying some stuff for a few hours, I'm at my wits end. Help here would be much appreciated Thanks!!!
  17. Pyside - Prevent multiple instances of application from running

    To answer my own question: for entry in QtGui.qApp.allWidgets(): if type(entry).__name__ == 'Window': entry.close()
  18. Can a Null Contain Attributes?

    You can look up the incoming geometry the following way: hou.node('/obj/geo1/null1').inputs()[0].geometry()
  19. Houdini, Algorithms and Python

    No problem. Go to a houdini shelf, right click and click "new tool". Give your new tool a name, i.e. colorLab. Paste the following code in the script section: import os #Add dynamic path to houdini home folder BASE_PATH = hou.hscriptExpression("$HOME").replace("/", "\\") PY_PATH = "".join([BASE_PATH,"\houdini14.0", "\scripts\ColorLab_v1.0.py"]) execfile(PY_PATH) If you're using Houdini 15, change the 14 to 15 in the above code. Then go to your Documents/houdini folder and create a 'scripts' folder. Place the following files in that scripts folder: color_config.json ColorLab_v1.0.py OnCreated.py That's it You can add an icon too if you want. (Options tab of the shelf tool)
  20. Rename label in multiparm list.

    >>> n = hou.node('/obj/geo2/null2') >>> ptg = n.parmTemplateGroup() >>> for i in ptg.entries(): ... print i ... <hou.ToggleParmTemplate name='copyinput' label='Copy Input' default_value=True> <hou.ToggleParmTemplate name='cacheinput' label='Cache Input' default_value=False> <hou.FolderParmTemplate name='folder0' label='Folder Name' folder_type=MultiparmBlock> >>> ptg.find("folder0") <hou.FolderParmTemplate name='folder0' label='Folder Name' folder_type=MultiparmBlock> >>> f = ptg.find("folder0") >>> f.parmTemplates()[0] <hou.FloatParmTemplate name='parm#' label='Label' length=1 naming_scheme=Base1 look=Regular default_value=(0,)> >>> me = f.parmTemplates()[0] >>> me.setName("newTest#") >>> me <hou.FloatParmTemplate name='newTest#' label='Label' length=1 naming_scheme=Base1 look=Regular default_value=(0,)> >>> f.setParmTemplates((me,)) >>> ptg.replace("folder0", f) >>> n.setParmTemplateGroup(ptg) >>> In order to change the name of the parm using Python, you'll have to use parmTemplates. This is a way to do it. For some reason, a Multiparmblock can't be found via parmTemplateGroup().findFolder(), but you can access it with just find().
  21. Rename label in multiparm list.

    All you have to do is open the Edit Parameter Interface, select the parameter inside your Multiparm Block and rename the label with a '#' suffix, which will result in appending a number starting from 1 to your parm labels. Cheers, Manu
  22. Pyside Houdini Freeze

    Hi guys, I started to play around a bit with pyside in Houdini, but when I put the following script in a shelf tool, my Houdini just freezes. import sys import PySide from PySide import QtGui from PySide import QtCore from PySide.QtGui import QApplication, QPushButton from PySide.QtGui import QMessageBox app = QtGui.QApplication.instance() #wid = QtGui.QWidget() wid = QtGui.QLabel() wid.resize(250, 150) wid.setWindowTitle('Simple') wid.setText("hello Manu") wid.show() wid.activateWindow() app.exec_() #sys.exit( app.exec_() ) Any idea how to fix this? Thanks, Manu
  23. Pyside Houdini Freeze

    Hi Alexey, Thanks for the reply. The problem is that I think by default QWidgets in PySide Houdini already use the hou.ui.qtStyleSheet() because when I apply this in Houdini 15 to my QWidget, the look doesn't change either, there is no difference at all to the jpg that I posted before. Is your GUI look changing when you set the Style Sheet like that? Setting it to something like 'setStyleSheet("background-color: #00FF00; color: #FFFFFF")' makes a big difference on the other hand. Cheers!