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kaffee, junge

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About kaffee, junge

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    Peon

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  • Name
    Oliver
  • Location
    Hannover Germany
  1. spider crowd on walls and overhangs

    oh wow, that looks great! Thanks for pointing this out. Definitely gonna use this!
  2. Hi all, I am working on a horde of spiders crawling around and would really love to utilise houdinis crowd workflow. While it all works very well on classic terrain, I am looking for a solution to get them to walk on walls and eventually ceilings. From the help: Houdini crowds currently do not support multi-level terrain. ...You cannot have a terrain object with underpasses or structures with roofs. Agents will always snap to walk on the topmost surface. ...meh But maybe, somebody has a hack to get the agents to do just that? Maybe a custom pop sim, but still utilising the agents and different states? Doesnt need ragdolls or transition logic. I guess, worst case is saving out .bgeo sequences and instancing on a custom sim. I attached the file in the .gif with an agent and a clip if somebody wants to take a look. spider.crowd.wall.overhang.zip
  3. yes, I will have other constraints, but I am using this simple example to troubleshoot. But your right, I should intrduce other constraints here too, just to make sure I wont get lost in the houdini-rabbit-hole In your file it looks like the constraints are still coming back. But I took your idea of the activation frame and built the constraints outside the dopnet on that frame. That seems to work now. constrain.transform.frags.w.alembic_oliver.v2.hipnc cube.anim.v3.abc
  4. So, setting up the constraints for this isnt that easy, I guess because I am now working on deforming geometry. It is almost working, but broken constraints keep coming back. How can I tell the sim to delete constraints that were already broken? see file attached constrain.transform.frags.w.alembic_oliver.hipnc cube.anim.v3.abc
  5. Hi all, I have a hard-surface vehicle animation coming into houdini via alembic (no deformations). The vehicle needs to be fractured for a RBD sim. The first frame of the alembic is the vehicle in its rest position. This is where the fracturing is done and the constraints are setup. Now, how would I apply the animation in the alembic onto the fractured pieces? The transform pieces SOP only gives me translation. I guess there needs to be some wrangling with intrinsics happening? I attached a simplified scene with an alembic, maybe somebody can take a look! Thank y'all! cube.anim.v3.abc transform.frags.w.alembic.hipnc
  6. Corrective blendshape via fbx to other software

    just submitted the bug report.
  7. Corrective blendshape via fbx to other software

    Thanks for checking Atom! I'll be back on this next week, maybe someone else clears this up in the meantime. Otherwise bug report it is.
  8. Hi all, I can't get a skinned object with a corrective blendshape before the deform sop out of houdini via fbx. Either the skinning works, or the blendshape, not both. I tried all the combinations in the fbx export (Force Blendshape, Force Skin...). Attached is a simple setup with a ROP network containing the fbx ROP. Maybe somebody can take a look. Appreciate the help blendshape_fbx_test.hiplc
  9. ok my workaround for now is to use Grahams parmutils.py: http://houdinitoolbox.com/houdini.php?asset=15 there is a function called 'linkParmsTo' that works like a charm for this.
  10. Hi there, I am creating folders and parms on an hda with python. The script looks for a folder name in the hda's children, then creates the same folder with the same (renamed) parms on the hda. Now I want to make relative references from the hda to the child parms. Is there a way to do that by just using the parmTemplates that I already have using the script below? I dont want to look through each parm on the nodes and match them by name. I think I would need to distinguish between parm and parmTuple and so on... In the script the hda is named test1 with one child node. The child node has a folder called 'Test Folder' containing arbitrary parms. node = hou.node('/obj/test1') assetDef = node.type().definition() ##get the first childs parmTemplateGroup and folder by name parm_group = node.children()[0].parmTemplateGroup() folder = parm_group.findFolder(('Test Folder')) ##returns FolderParmTemplate ##get all parms in folder parm_tuple = folder.parmTemplates() ##create new Folder on the asset newFolder = assetDef.addParmFolder('Test Folder') ##clone each parm, rename and add to the asset for item in parm_tuple: oldName = item.name() clone = item.clone() clone.setName('new_' + oldName) assetDef.addParmTuple(clone, ('Test Folder',))
  11. partition geo based on largest boneCapture weight

    ah, that is a great way, thanks Tomas!
  12. hey all, is there a way to partition points based on the 'boneCapture w' attribute with the highest value? I have a skinned character and for rigging purposes I'd like to slice the geo into parts. Pretty much what the maya SuOP node 'skinchop' does. much obliged!
  13. tell mantra to stop refinement using vm_preview

    that works! thank you sir!
  14. hi there, following up on this topic http://forums.odforce.net/topic/16141-batch-rendering-with-ipr/?hl=vm_preview#entry99678 I want to preview pyro sims by rendering a low quality version of the shot. IPR gives me a superfast preview with mblur, holdouts, shadows etc.... Even when scrubbing, the update is fast. Using vm_preview I can add the preview render ability to my mantra node and then render a sequence to mplay or disk. But I cant get mantra to stop rendering and continue with the next frame. It gets stuck in the gradual refinement phase. Is there a way to tell it when to stop? thanks! oliver
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