Jump to content

cargoyle

Members
  • Content count

    10
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    1

cargoyle last won the day on April 13 2010

cargoyle had the most liked content!

Community Reputation

0 Neutral

About cargoyle

  • Rank
    Peon

Personal Information

  • Name
    carl
  • Location
    savannah
  1. problem with the creep sop

    sorry I forgot to post the image
  2. problem with the creep sop

    hey gang, Ive been trying to use the creep sop to copy buildings onto a collection of surfaces that I created using a series of texture maps. the buildings look pretty good at a distance, but when you look at them up close they are all warped and occasionally have vertices sticking out at weird angles. I'm not sure how to correct this problem. is it that I'm not providing a good map? or is the creep sop not set up properly? or something I haven't considered. any suggestions would be great thanks.
  3. tooll access promotion

    hello, I have been working on procedural applications for building forests and parks. my plan is to provide a host of trees and plants and then use particle scaling to determine the plant size. the bigger the scale the bigger the plant. I also plan to use the paint sop to affect the scale of the particles similar to the forest tutorial, but what I want to do is make the system into an otl and allow the user to paint the scale from the top level interface. I can promote all the attributes from the sop itself but I need a way to access the tool. I imagine I could get at it by writing a script if I could figure out what houdini is doing to access the tool and creating a button or something that will do that from the top, but I'm still kind of new to the software and I'm not sure where to look for this information. any help here would be awesome
  4. ubuntu 9.10 karmic

    hey there, I'm running houdini 10.0.5 on 9.10. my proc is the amd phenom x64 w/ 8g of ram. I followed some advice on the ubuntu forum http://ubuntuforums.org/showthread.php?t=189192 and compiled a custom kernel 2.6.32. Now I'm able to play some medium res fluid sims almost in real time!!!. I still think there are some latency issues that can be cleared away by adjusting the init.d or some other config file I haven't found yet. if anyone has any ideas I'd love to hear them.
  5. characters as a digital asset

    I was only creating a separate shop network that lives inside my rig. so that when it becomes a digital asset the shaders travel with it. they don't really have anything to do with the function of the rig.
  6. Unfolding Structure

    this probably isn't helpful, however, softimage has a tool that does this but I can't remember what it's called. perhaps you could look into that and try to emulate it in houdini.
  7. muscle bulge

    I'm not terribly familiar with the houdini muscle system either but a good point of reference would be to create an auto rig that uses muscles and jump inside its deformation rig to see how the muscle works. hope that helps
  8. selecting bones for editing capture regions

    I go to 'skin' node within the biped deform rig and switch the display flag on the capture bones node so I can edit the capture regions without deforming the geometry. this might be a little late for a reply but why do you want to edit the capture regions of the bones, wouldn't it be easier to jump inside the skin node and adjust the weights in the paint weights tool. there is a fairly comprehensive video about this on the side fx website for rigging quadrapeds, its the same procedure with bipeds in autorigging. check it out. but if you have to work with tools in the view port they are usually selected by going to the appropriate node and pressing the enter key in the view port. sometimes I have to press enter a couple times to enter the tool. hope that helps.
  9. I was wondering if you could help me out. I foolishly took on a project involving a lot of characters that has to be animated in houdini and I have been having trouble making the characters into digital assets. the auto rigger creates an animation rig and a deform rig and on top of that I want to include the shop network with my characters shaders in the otl. the toon character appears to be the animation rig as the higher level rig and inside it is where the original geometry node, the deform rig and possibly my shop network could live. however I haven't been able to make this work. the documentation is pretty scarce and only says that you can do this but not how. do you have any ideas. any help would be great. thanks Cargoyle
  10. my new robot rig

    I really like your robot rig, but I was wondering if you could help me out. I foolishly took on a project involving a lot of characters that has to be animated in houdini and I have been having trouble making the characters into digital assets. the auto rigger creates an animation rig and a deform rig I also want to include the shop network with my characters shaders in the otl. the toon character appears to be the animation rig as the higher level rig and inside it is where the original geometry node, the deform rig and possibly my shop network could live. however I haven't been able to make this work. the documentation is pretty scarce and only says that you can do this but not how. do you have any ideas. any help would be great. thanks Cargoyle
×