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Found 3 results

  1. Hello, I am trying to reduce the curves of a groom object using VEX code in a point wrangle. This is the code I am currently using which is run over 'roots' to locate the nearest other root points and then to reduce curves that those points are in. float searchRadius = ch('searchRadius'); int nearpnts[] = nearpoints(0, @P, searchRadius); foreach (int pnt; nearpnts){ if(pnt < @ptnum){ int primcon[] = pointprims(0,pnt); removeprim(0,primcon[0],1); } } This way does reduce the number of curves but it doesn't do it in a uniform fashion. Is there a way to uniformly find the densest points within a threshold so that the curve can be deleted? Thanks.
  2. Hey has anyone noticed how much the new interface for the polyreduce node has changed, below is pic 1: the new polyreduce interface, then pic2: is the old eone, then pic3: is what im trying to acheive but the new polyreduce node just reduces the poly but not the look of the overall objuect? can someone help please?
  3. Hello, nice to meet you. Houdini is a beginner. I'd like to combine an operator for LOD model conversion with a skinned character model created with other software (mainly MAYA), but since I do not know from the start, I will ask you a question. [What you want to include] · I want to acquire hard edge information, refer to it when reducing, so that the hard edge portion does not collapse · Maintain mesh division of FBX state and want to make it finally not one mesh · Maintain joints, reduce weight and finally output with FBX - In the first place it is difficult to read the first FBX with weights and joints, and how to organize an operator against it. · I'd like to adapt to objects that are finally opened on MAYA with HDA Is it difficult? . Image is a temporary image of some images and nodes arranged side by side. Thank you.
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