0rr Posted August 25, 2009 Share Posted August 25, 2009 Hi very basic question. In most 3dpackages theres a tool called bridge (eg 3dsmax,modo,c4d...). I know Houdini has a tool called bridge but it's more of a nurbs modelling tool. Here you can see what a bridgetool does in most 3dpackages: Does Houdini have a PoylBridge tool or something similar? Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted August 25, 2009 Share Posted August 25, 2009 (edited) On my signature below is link to page that contains some tools that I made during my plays with Houdini. There is BridgePolygon tool that you can download. First post contains the most updated tools. If something is not working let me know. You can go even craizier with this tool Edited August 25, 2009 by SWANN 1 Quote Link to comment Share on other sites More sharing options...
0rr Posted August 25, 2009 Author Share Posted August 25, 2009 Thank you very very much! I was just thought about doing one myself so you saved me alot of time. It's a very essential tool. All your tools are preaty good and make procedural modelling in houdini even more fun If sidefx would now add a twaek componet tool like in xsi ... houdini would be a great modelling package Thanks again! Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted August 25, 2009 Share Posted August 25, 2009 twaek componet tool like in xsi What this tool is doing ? Quote Link to comment Share on other sites More sharing options...
0rr Posted August 25, 2009 Author Share Posted August 25, 2009 What this tool is doing ? Have a look here: Whit the tweak component tool (in modo it's called element move) ... it'll auto select the component(point edges faces .. etc) and easily allow you to move it (whitout switchting modes all the time). But I don't think one could inmplement via a digital asset. It's more of a workflow thing. Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted August 25, 2009 Share Posted August 25, 2009 Not much interesting to bother, I think. Sliding can be easily done with techniques like in FlatternPoints tool. And editSOP with switch mode is enough. You have to be very lazy if it makes a problem to you to press button that will switch from point to edge etc.. Quote Link to comment Share on other sites More sharing options...
0rr Posted August 25, 2009 Author Share Posted August 25, 2009 (edited) Not much interesting to bother, I think. Sliding can be easily done with techniques like in FlatternPoints tool. And editSOP with switch mode is enough. You have to be very lazy if it makes a problem to you to press button that will switch from point to edge etc.. While modelling every second counts! just kidding . If you tweak thousand and thousand of points it's very useful. I guess I am just very used to those tools I recently made a quick setup that mimmiks modos background constrains: It's kinda cool that you can do almost very modelling tool you want in houdini. Edited August 25, 2009 by 0rr Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted August 25, 2009 Share Posted August 25, 2009 (edited) Just curios, what do you use for ? I mean this constrain thing ? I myself don't see too much (if any) scenarios to use it when modeling. BTW. BridgePolygon works interactively in viewport. It asks to select polys for first input and then for second. If you plug into it geometry that is merged (like two spheres pluged into mergeSOPand then mergeSOP into both inputs) or use for bridging polys that are on the same geo turn ON "Both Inputs Use The Same Geo". I should make it On by default because I think this is more frequent scenario when modeling. Edited August 25, 2009 by SWANN Quote Link to comment Share on other sites More sharing options...
0rr Posted August 25, 2009 Author Share Posted August 25, 2009 Just curios, what do you use for ? I mean this constrain thing ? I myself don't see too much (if any) scenarios to use it when modeling. BTW. BridgePolygon works interactively in viewport. It asks to select polys for first input and then for second. If you plug into it geometry that is merged (like two spheres pluged into mergeSOPand then mergeSOP into both inputs) or use for bridging polys that are on the same geo turn ON "Both Inputs Use The Same Geo". I should make it On by default because I think this is more frequent scenario when modeling. I am not using it. It was just a quick setup for someone asking for it over at the houdini forum (you like me asking here ;D). I just wanted to make the point (as I am new to Houdini) it's just great that one can port almost any feature from other apps to houdini. Also Houdini isn't a bad modeller at all (as some may say) because you have the abillity to create your own tools etc. That it works interactivly in the viewport is very cool. And yes I also think you should turn it on by default. Quote Link to comment Share on other sites More sharing options...
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