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dedeks3000 last won the day on March 12 2016
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dedeks3000
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dedeks3000 started following Orient Along Organic Surface?, GLSL Pipeline in Houdini, File Cache SOP / checking for "dirtiness" and and 7 others
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The War with North Korea has begin ?
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Look at the 'sopcreateedit' Hscript command to extract sculpt BS You can also create split BS via VEX(or VOP)
- 5 replies
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- bcs
- corrective shape
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Drive/Blend from bone hierarchies to one another using chops.
dedeks3000 replied to snoot's topic in Animation & Rigging
Maybe with the motion FX (CHOP context) you can do that In the Animation editor , scope the 2 bones chains parms , create a channel group for each one , right click on each group , in the menu choose motion fx , create clip motionfx_001.hipnc Dive into the motionfx chop node to adjust your blend -
Look at the qlib library , some nodes have this functionality (maybe some python regex )
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You can always create a group of points that acting like a mask selection. Edit your mesh (edit sop) followed by a simple vop or vex node (with original mesh as second input). and set your mask selection to the second input May be an HDA will be more handy with a parm set to the edited points and another one to the mask selection pts May be a little confuse but here a simple file mask_pts_001.hipnc
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Did you watched this video ?
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- constraint
- link constraint
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How to make a skinned sweep that can be subdivided ?
dedeks3000 replied to AntoineSfx's topic in Modeling
Dive into the resample node , and change 'Treat Polygon as', to see difference or ... edit your profile curve sweep_box_001.hipnc -
i don't try the hda but take a look here :
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did you try the hud sliders ? http://www.sidefx.com/docs/houdini/basics/hud_sliders.html
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by 'switch parameter ' , do you mean prests ? If so, look here : https://www.sidefx.com/tutorials/presets/
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Hye The Curve Normal attribute control the twist of the bones May be this can help you bones_on_curve_twist_001.hipnc
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Installing a new version of Houdini 16 on Ubuntu?
dedeks3000 replied to nigelgardiner's topic in Operating Systems
cd to your different location ($HFS),source and run or create alias in your bashrc file(is that work ?) -
Use an edit sop node , select your reference point (the yellow one)with the handle tool , copy the pivot location(let's say x), select the points you want to align , revert to default the pivots values (000) , paste tour previous value and scale to 0 in the right axe, commit at the end
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Your transformations are not at sop (geometry) level but at the chop level , and the final output at the object level, so it's exactly what you want. Why the constraint network is inside sop , i don't know , perhaps to mimic maya hierarchy ( as in the outliner). parent_cnst_test_001.hipnc
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just write i@size =len(i[]@parm); I must admit that houdini and arrays it's a big story.