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FFX Align To Curve HDA FFX Align To Curve brings a faster system for customizing orientation of geometry along the length of a curve. Working with point data directly, a user is easlily able to develop in realtime their desired orientation data. A clear adjustable guide system shows exactly which direction your geometry will orient towards once copied onto the processed points. Scaleable arrows reveal the primary tangentu orientation and travel direction along the curve. Auxillary normal and bitangent markers reveal the other axis orientations. Features include: - Guide scaling, opacity, and color. - Offset parameter to slide points along curve. - Reversible orientation direction - Roll, Pitch, and Yaw controls that can be varied over the length of curve. - Pscale (scale) point attribute that can be randomized and varied over the length of curve. - Cd (color) point attribute that can be varied over the length of curve. - Separate head and tail point breakout to allow for unique geometry from the main curve. - Plus other adjustment, and output options. Video Tutorial: https://vimeo.com/478682335 For more information please visit https://fendrafx.com
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Hi there, I want share with you some of my tools/HDA I created in the time. Some is free and some not. For more of it you can I write also the documentation and create some tutorial. I'm also on orbolt and I think to publish some new tools soon... for now that and thanks for visit... mm Split RGB v.02 - tool for Houdini (Free/donation) https://gum.co/yhpHA Description: This tool was created for my patreon channel and from the question of my student in Italian school. Assign RGB Color with based on the range from 0 to 1. You can split the simulation like RBD or Particles, but also the elements (created with the copy sops for e.g.) and assign or extrapolate it with the color RGB. Video ______________________________________________________________________________________ mm Plexus FX v.01 - tool for Houdini (free and pay) Description: You can create a Plexus effects inside Houdini. This tool is available in 3 version: lite (free-ware), complete and open HDA (you can edit it). LITE: https://gum.co/LKnCA The restrictions for Lite Version are Scatter Points limit to 50 Not available Load points options. Not available Extra points Shapes tab. Not available noise on line options. Not available triangles by Geometry options. Not available splitted BGEO cache options. Not available all ABC (Alembic) export options. If you use in Commercial Works quote my name and the name of tools (I appreciate a lot). Complete: https://gum.co/iYGZS Open HDA: https://gum.co/ANObdk ______________________________________________________________________________________ mm Volume Fracture V 01.0 for Houdini 16 and up (free and pay) You can create the Voronoi Fracture and drive it with the Volume (vdb), apply the noise (if you want) on it and control the position of it in the space XYZ (if you want). Also you can: Apply more details on cut edge like a noise/distortion. Create a new smaller pieces inside your pieces based on the percentage of your original Voronoi Fracture. LITE: https://gum.co/lVIBm Complete: https://gum.co/OsGZn ______________________________________________________________________________________ Digital Asset "mm_Fast_ScatterFX" Houdini and Cinema 4D Very easy tools for create a fast and smart scatterFX, I think this digital asset for Cinema 4D users... The price is very symbolic for help me and continued to develop more tools also for Cinema 4D, Houdini and so on... https://gum.co/yvySD video:
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I am using auto rig to create a character setup. It generates an animation rig and a deform rig. For convenience, I want to combine them into one network, so that animator would only need to create one node. I have just copied my deform rig into the animation rig network. It works, but I'm not sure if it's the right way to go about it. Also, when I'm trying to upload the asset to orbolt, I'm getting an error: "OTL file missing dependencies: [deform_rig_name]. Embedded dependencies need to be within nested namespaces. For more information see the namespaces section in the asset guidelines." So I have two questions: 1. Does it make sense to just copy deform rig into the animation rig to combine them into one asset, or is there a better way to go about it? 2. If I embed one asset into another one, how do I fix the missing dependencies error?
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Hi. Like the title says. Or should I go and find someone with full Houdini version to convert it myself first?
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We're hosting another challenge at the Orbolt asset store! The contest rules are EZ: Just use any asset from the Asset store as part of an original composition. Email your image to support@orbolt.com with a brief explanation of which asset you used. Just as with our previous challenge, we're offering an Apprentice HD subscriptions for the best entries! You can view the previous contest entries HERE.