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mestela last won the day on May 26

mestela had the most liked content!

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About mestela

  • Rank
    Houdini Master

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  • Name
    matt
  1. Vellum Hair Rotation

    Please upload a hip, easier to help that way.
  2. Kinefx Overshoot on Curve

    I've not used the secondary motion stuff much, but my understanding is that its more for applying the motion of one joint to another joint, eg neck rotation to floppy years, or spine rotation to a belly jiggle. What you've got here is more about lagging/overshooting all the angle values on all the joints, so I think you need to go to chops for this. Attached an example setup, its fun to play with. kinefx_overshoot_curve_me.hiplc
  3. User Interface

    You're up in the object context. See in the lower right panel, it says 'objects' in its top right corner, while the video says 'geometry'? Double click on grid1 to dive inside that node, so that you can do geometry operations. The video has also made the tree view visible. On the left hand side of the interface, left of the magnet icons, is a tiny dotted region with super small triangles above and below it. Click on one of the triangles to reveal the tree view that is stowed there.
  4. houdini using mesh as a camera

    The houdini equivalent would be to write a lens shader. Paul wrote a nice tutorial about how he used this to create the imposter lens shader: https://www.sidefx.com/tutorials/lens-shaders-for-gamedev/
  5. houdini dop inherit velocity

    Yeah, needs some adjusting, but it works. rbd_animated_force.hip
  6. Point Based Animation in CHOPs

    Avoided the chops question, but sorta emulated the vibe with an attribute noise and some remapping of values. extrude_animate_noise.hip
  7. parenting light to crowd agents

    Or lops? I wager its all a bit bleeding edge, so you'd wanna test a lot before pushing into production, but this is all the kinda stuff lops is meant to be good at. lops_crowd_lights.hip
  8. Dividing cube into smaller ones

    Has that link been moved? I get an error when I click that url.
  9. KineFX translating VOPs to wrangles

    R.click on the blendtransforms node in vops, vex/vop options -> view vex code. Scan through until you see an include line, there's this: #include <kinefx.h> Drop that into your wrangle, you should have blendtransforms() available. If you go find that file on disk (it'll be buried in $HFS somewhere), you can see all the functions defined in that include.
  10. I've put in a support ticket for this, I found the same issue. In the meantime this trick of using a duplicate lop and a set variant with @prim works. Not 100% procedural (when I tried to drive the duplicate lop via expressions it got fiddly), but not bad. https://www.tokeru.com/cgwiki/index.php?title=HoudiniLops#Instancing_and_variants
  11. You could try the technique in this example: https://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#RBD_coin_follow_path
  12. [SOLVED] Get the Center "Outline" of a Spline/Text?

    labs straight skeleton 2d
  13. Bake 2d particle position to texture

    You can't use the labs vat particle export?
  14. One answer is here: https://www.tokeru.com/cgwiki/index.php?title=The_solver_sop#Reading_attributes_that_aren.27t_from_first_frame_or_previous_frame But really, its worth sending an RFE to sidefx, the pyro source spread sop should do this for you.
  15. Yep, blocked by design, otherwise studios could write vanilla usd's out of free apprentice and render them in whatever other app. Indie can save regular usd files.
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