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mikelafave

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About mikelafave

  • Rank
    Peon
  • Birthday 02/26/1963

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  • Name
    Michael
  • Location
    Los Angeles, CA usa
  1. Enable Lock View ( Viewport ) to Camera in Python/Hscript

    Yes, you are correct -- lockCameraToView is Not there in 16.5 And I could have noticed that myself, had I bothered to look at the _internal_ hou.GeometryViewport HELP (instead of just online) I will give it a try in 18 on my Son's (newly-built) PC when the opportunity presents itself in the meantime I will probably try to make-do with ".saveViewToCamera(myCam)" (which IS there in 16.5), After user adjustments (though I'm surprised there was never a way to do it using hscript) Thank You, Jiri, for your patience and help on this! -mike
  2. Enable Lock View ( Viewport ) to Camera in Python/Hscript

    would that it were True in Apprentice 16.5.634 , pasting that (and any other argument variation I can think of) into the Python Shell just gets me that same dead-end Error message : >>> hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().lockCameraToView(True) Traceback (most recent call last): File "<console>", line 1, in <module> AttributeError: 'GeometryViewport' object has no attribute 'lockCameraToView' >>> hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().isCameraLockedToView() Traceback (most recent call last): File "<console>", line 1, in <module> AttributeError: 'GeometryViewport' object has no attribute 'isCameraLockedToView' ? Q : Does this work for You now ... and, if it Does work for you, what version of Houdini does it now work in ?
  3. https://www.sidefx.com/forum/topic/52186/ Oct. 19, 2017 4:14 P.M. Is it not possible to enable the lock view to camera button via python/hscript? experimenting w/python on this in Apprentice 16.5.634 (_old_ PC) and running into issue(s) https://www.sidefx.com/docs/houdini/hom/hou/GeometryViewport.html ... showed me several things which DO seem to work using the following syntax : import hou, toolutils myCam = hou.node('/obj/').createNode('cam', 'myCam') hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().setCamera(myCam) # hou.hscript('viewhome -s *.*.world.persp1') hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().homeAll() hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().saveViewToCamera(myCam) # ... HOWEVER, when I try something similar, I just get an Error on : >>> hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().lockCameraToView() Traceback (most recent call last): File "<console>", line 1, in <module> AttributeError: 'GeometryViewport' object has no attribute 'lockCameraToView' # ... and I have Not found any way to do this using hscript either. Anyone have advice on this?
  4. "Less-Cartoony" modifier : 1 single "slider control" value drives mathematical expressions to vary any regular (see ~00:02) face geometry to funny extremes without any artist re-sculpting at all -mike https://vimeo.com/michaellafave/caricature "Cartoony" modifier : 1 single "slider control" value drives mathematical expressions to vary any regular (see ~00:02) face geometry to funny extremes without any artist re-sculpting at all -mike https://vimeo.com/michaellafave/caricaturecartoony ... ^this^ more Cartoony flavor reminds more of Manga or 3D graphic novel characters!
  5. time-stretch shapes along animation

    thanks, openan ! I am hoping I can embed (present) my vimeos better in the future
  6. "teapot" : time-stretch any shape along its animation using SOPs in Houdini -mike https://vimeo.com/michaellafave/timestretchteapot [media]https://vimeo.com/306738461[/media] "pig mask" : time-stretch any shape along its animation using SOPs in Houdini -mike https://vimeo.com/michaellafave/timestretchpigmask [media]https://vimeo.com/306737206[/media] "swimmer" : time-stretch any shape along its animation using SOPs in Houdini -mike https://vimeo.com/michaellafave/timestretchswimmer [media]https://vimeo.com/306739110[/media]
  7. SOP Level Camera Frustum?

    agreed! : +1 for Volume SOP ---> Volume Bound ... seems the most complete And the simplest solution! can even be made to react to "cam/winx" (for stereo convergence offset, etc) unlike the Persistent Camera Frustum Handle described in https://www.sidefx.com/forum/topic/38528/ though I'll always appreciate how "UV Texture" SOP's 'Perspective From Camera' "@uv.z" = Depth from Camera (which is Also useful for particle Culling...) 'Perspective From Camera' UVs are what I used to build my frustum geo in the past (for example) ... ml_cam_frustum_v01.hipnc
  8. SOP Level Camera Frustum?

    kind of "old school" approach (using hscript expressions, etc), but 1 fun tinkering project is to make your own "frustum" geo object, wire your camera into it, start with a "box" SOP, UVtexture map it from the perspective of that same camera, then stretch it using that mapping in a "point" SOP using expressions referencing the camera channels like : opparm /obj/frustum/point1/mapu ( '$MAPU + ch(opinputpath("../..",0)+"/winx")' ) opparm /obj/frustum/point1/tx ('($TX+ch(opinputpath("../..",0)+"/winx"))*(0.5/abs(ch(mapu)-0.5))') ...and so on (mapv & winy for ty, near & far for tz, etc) This is not a complete example, but you'll make it your own!
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