-HEAVY- Posted May 15, 2018 Share Posted May 15, 2018 (edited) Hey Folks, I wrap my head around this and cant find any solution can somebody explain me why this is not working and how I can get it to work ? // roomsizes vector zim3 = {5.25, 2.50, 3.82}; vector zim2 = {3.65, 2.50, 3.90}; vector zim1 = {3.65, 2.50, 2.82}; vector kueche = {2.50, 2.50, 3.82}; vector bad = {2.83, 2.50, 3.74}; vector flur = {1.50, 2.50, 5.71}; vector aRaum = {1.50, 2.50, 0.96}; // create Rooms // create _LivingRoom int pos0 = addpoint(0, {-(zim3.x*0.5), 0, -(zim3.z*0.5)}); int pos1 = addpoint(0, {(zim3.x*0.5), 0, -(zim3.x*0.5)}); int pos2 = addpoint(0, {(zim3.x*0.5), 0, (zim3.z*0.5)}); int pos3 = addpoint(0, {-(zim3.x*0.5), 0, (zim3.z*0.5)}); int roomPrim0 = addprim(0, "poly"); int vert0 = addvertex(0, roomPrim0, pos0); int vert1 = addvertex(0, roomPrim0, pos1); int vert2 = addvertex(0, roomPrim0, pos2); int vert3 = addvertex(0, roomPrim0, pos3); seems very simple but I miss something... and yes i am running in Detail mode thx deHeavy Edited May 15, 2018 by -HEAVY- Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted May 15, 2018 Share Posted May 15, 2018 You should use set() instead of {} when you mix numbers and variables. // roomsizes vector zim3 = {5.25, 2.50, 3.82}; vector zim2 = {3.65, 2.50, 3.90}; vector zim1 = {3.65, 2.50, 2.82}; vector kueche = {2.50, 2.50, 3.82}; vector bad = {2.83, 2.50, 3.74}; vector flur = {1.50, 2.50, 5.71}; vector aRaum = {1.50, 2.50, 0.96}; // create Rooms // create _LivingRoom int pos0 = addpoint(0, set(-(zim3.x*0.5), 0, -(zim3.z*0.5))); int pos1 = addpoint(0, set((zim3.x*0.5), 0, -(zim3.x*0.5))); int pos2 = addpoint(0, set((zim3.x*0.5), 0, (zim3.z*0.5))); int pos3 = addpoint(0, set(-(zim3.x*0.5), 0, (zim3.z*0.5))); int roomPrim0 = addprim(0, "poly"); int vert0 = addvertex(0, roomPrim0, pos0); int vert1 = addvertex(0, roomPrim0, pos1); int vert2 = addvertex(0, roomPrim0, pos2); int vert3 = addvertex(0, roomPrim0, pos3); Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted May 15, 2018 Author Share Posted May 15, 2018 thx Konstantin, I thought it is that easy did i miss the part in the help files or from where should one know this? Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted May 15, 2018 Share Posted May 15, 2018 Read this: http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex Type it off, play around with the code, change and break stuff, close the tab and try it blindly, write your own little scripts every day, google the forums and help others once you know smth. Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted May 15, 2018 Author Share Posted May 15, 2018 (edited) yeah thx again, I read a lot at the moment and try and type and script and so on. I watch Entagma and read through Tokeru and others - but it seems that I missed that one. Ohh and i found the line that "explains" the use of the set attribute - i really didnt get it before (around an hour or so). Edited May 15, 2018 by -HEAVY- Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted May 15, 2018 Author Share Posted May 15, 2018 (edited) so know that it works I have different primitives how do I access those primpoints separatly for shifting them around etc. ? ahh never mind i use the primnumber Edited May 15, 2018 by -HEAVY- Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.