Amazing! Thanks for this. It’s a very helpful tool.
@ArcturusMinsk3 ай бұрын
wait, how do you bring the image in? you just dragged it in from off screen....
@Houdini1232 ай бұрын
that is another program, it's called PureRef.
@ArcturusMinsk2 ай бұрын
@@Houdini123 oh.,... i'm like, what the hell is that tab? lol thanks for clearing that up
@PeterKLee4 ай бұрын
amazing tutorial! simple and effective!
@kir114 ай бұрын
Very useful! Thank you!
@loganpenciu73174 ай бұрын
4 years later in 2024 you saved my day!
@psykoj4 ай бұрын
Are exported handles always at origin? I tried doing this for an extrude handle and it shows up at the origin instead of at the face where it appears in the node network. The only solution I've found so far is using dynamic handles and writing out all the code for the offsets.
@Houdini1232 ай бұрын
never really tried other option than default zero. Maybe if you set the defaults of that attribute to something else, then the handle will appear at another location by default.
@EileenSloane4 ай бұрын
This is the tutorial I needed today. Thank you for the help 💪
@alaezalfa5 ай бұрын
useful thank you!
@AndreiTheBadger5 ай бұрын
Will it work on a dome roof ? Without the tiles getting smaller at the top ?
@LeVosgienLVHLS5 ай бұрын
one way would be to create/convert said dome as horizontal rows, not quad polys; or curves in other words. Which you'd then resample by roughly your base tile width. And playing with the 'orientAlongCurve' node (upstream of the copy to point, flowing from your target splines) so as to set the correct normals orientation on the target points.
@Houdini1232 ай бұрын
For a dome you can start with something like a sphere with regular divisions and play with the @scale attribute to make them smaller at the top.
@i200106 ай бұрын
10:50 I cant get these 2 dots in H19.5... Thanks for a good tutorial!
@Houdini1232 ай бұрын
try some of this things - selecting the rig vop node, then go inside press Esc then Enter, maybe repeat a few times. Hope it helps. I remember I sometimes too struggle to make them visible.
@bhaskarvfx16026 ай бұрын
Awesome, but how to see full tutorial link .. of making digital asset
@Houdini123Ай бұрын
check out this video and link in description. You can download the measure tool for free from my gumroad kzfaq.info/get/bejne/g7igebKav5rbd58.html
@osefman27636 ай бұрын
Thank you so much! i've spent so much time trying to find a solution to this you are my hero
@alainhanni48747 ай бұрын
Hi there ! Great tutorial, unfortunately i cannot get the same result.. After the second iteration, my circle gets copied all over the place!!! I tried to do it again and again, but mut=st be doing something wrong. Any idea ??
@Houdini1232 ай бұрын
uff hard to tell. Do you have all the for-loop settings same as I do ? Also these loops the sometimes need a refresh. There is a button where you can reset the cache. Worst case you can subscribe to my patreon. I have all the source files there.
@ashkanny8 ай бұрын
Thank you this worked wonderfully specially on older Houdini's with outdated copy to point nodes
@ntotheizm8 ай бұрын
Thanks Man! ❤
@twist60208 ай бұрын
Great. Thanks! How do I call the MeasureLength attr from outside. I tried this: "prim("../visualize1/","MeasureLength", "0")", but it doesn't work
@Houdini123Ай бұрын
check out this video and link in description. You can download the measure tool for free from my gumroad kzfaq.info/get/bejne/g7igebKav5rbd58.html
@MrSaddydaddy9 ай бұрын
Hey guys! mazing tool!! instantly bought:) thanks!!!....question....my uvs coming from NURBS , and they are each surface with different ratio, not qualified in other words, maybe you have idea how to make all parts same square ratio?
@Houdini1232 ай бұрын
use a "UV layout" node. Find and check the option - "Scale Islands to Match Their Surface Area". Uncheck all rotations and packing options if you need to.
@raghunandanbs20059 ай бұрын
Could you do the Vapour condesation rig
@Houdini1239 ай бұрын
I would like to. But that is probably going to happen in the far future.
@BlueBerryFTW10 ай бұрын
Is it possible to snap the transform the handle directly to the center of the geo? I am not sure why but when i add a transform node to my geo, the handle is not directly in the center of the mesh.
@Houdini1239 ай бұрын
yea, the handle is always at 0,0,0. It is sometimes annoying. You can snap the handle using the column and semi column keys or adjust the pivot in the pivot transform tab. Try to google vex expression $CEX, $CEY, $CEZ, should be helpful for you
@misaghsaboori444510 ай бұрын
Great tutorial man, I was stuck with this
@Ep19MA11 ай бұрын
Houdini's Set Driven Key can be challenging to use, and adjusting the animation curves of the target doesn't seem to have any effect. Maya, on the other hand, is more intuitive and user-friendly in this regard.
@MDSJudicator11 ай бұрын
Thank you for this. Extremely useful!
@TomCushwa11 ай бұрын
thank you for this.. simple but effective.
@eliellgvs1 Жыл бұрын
Thanks
@martinalexandersuriading Жыл бұрын
Well, you can also change the "attributets" parameter from the "transform" SOP from * to N.
@Houdini1232 ай бұрын
that is very cool! thanks did not realize this was an option.
@massimobaita7178 Жыл бұрын
Thank You very much!
@N3.1Kryuk Жыл бұрын
Hi, can you show how we can export it to Unreal Engine?
@Houdini1239 ай бұрын
check out my patreon - www.patreon.com/posts/kinefx-fbx-and-62283463
@ianskinner1619 Жыл бұрын
I remember learning Softimage, Alias|Wavefront and Houdini back to back in Toronto in the late 90's.. Houdini is pretty amazing, but the interface was a huge PITA to learn after the traditional layouts of the other two.. great work though..
@Houdini123 Жыл бұрын
What kind of work did you do in Alias|Wavefront? Always wanted to learn Softimage but they canceled the development so I decided not to. Shame though, nice piece of software. When I first saw how people work in Houdini I thought a person must be crazy to work in this kind of software. But people just kept doing amazing stuff in it so eventually learned it. It was a steep hill to climb but I made it and I always tell people it is worth it.
@carlosrivadulla8903 Жыл бұрын
Excuse me, do you upload content to your Patreon with a specific regular frequency?
@Houdini123 Жыл бұрын
I have to confess I am really terrible at frequently uploading stuff to Patreon. I try at least once a month. But I don't always manage to.
@DevGods Жыл бұрын
I have a question about parenting objects that aren’t inside the same skeleton. Say I have an object I want to attach to my rig that also has a rig so that I can animate them together( weapon reload) is there a method to do that?
@Houdini123 Жыл бұрын
that is a very good question. I did some tests and this should work. Let's say you have a character and some weapon. In the object where you have the character skeleton, you need to have a bone, let's say the hand. Then make a separate output and use delete joints node and delete all but the extra bone on the hand. Use object merge to import it to the weapon geo node. And now you can attach your weapon skeleton to it using fullbodyik node or rigvop. I will do a tutorial on this, but as usual, it could take some time :/. I think this could be useful to more people.
@DevGods Жыл бұрын
@@Houdini123 I’ll run some tests today. I’ve tried a couple of things but both messed up the characters deformation. One I was passing the weapons skeleton in as an input and then reading that in a rig vop with a parent constraint but the mesh blew up. Another technique I tried was merging the bones and mesh of the weapon into the character rig. Also didn’t work. I was thinking it was a limitation of kinefx since I couldn’t find not one even remotely similar example online.
@DevGods Жыл бұрын
Update on this. Merging the bones of the weapon skeleton in as well as the geometry and treating it like packed geometry give me what I’m looking for with 2 rig together. I had to refresh the IK chain sop since it caches. It’s dirty but I came up with a way to export the animations separate from each other. Will test it out later but right now I need to get space switching working then I’ll have a decent FPS Rig
@litote9 Жыл бұрын
Thanks for the tip.
@krylonpoet Жыл бұрын
just what i was looking for. thank you!
@Houdini123 Жыл бұрын
I also made a tool for this. Check out houdini123.gumroad.com/l/h123pixeldensity
@RMAFIRE Жыл бұрын
can see the passion🙂🙌
@RMAFIRE Жыл бұрын
This is a winner !! 😎🤯
@HoudinifxAlfredosanmartin Жыл бұрын
I really like it, it's a way of not creating loops with dozens of Keyframes, thanks : )
@muneeralzaki5275 Жыл бұрын
Thanks ❤
@user_3eg8cp1a2d9t. Жыл бұрын
I can't believe I never knew this hidden powerful function ,ths
@CyrilPreiss0 Жыл бұрын
Hi very interesting ! Does it work with textured meshes ?
@Houdini123 Жыл бұрын
it actually does work with uvs
@daabomb114 Жыл бұрын
great tutorial. This holds up quite well
@DGFA- Жыл бұрын
very good! Thanks!
@antoniopepe Жыл бұрын
thankss man !
@yuzotova Жыл бұрын
how you added the pic (not on grid but in another window that u drop)?
@Houdini123 Жыл бұрын
Hi, I think that was a PureRef window - www.pureref.com/
@johnli4006 Жыл бұрын
thank you
@kuunami Жыл бұрын
Wow, this is the best explanation for how Attribute promote works that I've found. Very helpful.
@perealemany4856 Жыл бұрын
naaah crazy :)
@mouhammadwasseemshaabani47 Жыл бұрын
Thank you... but is there any shortcut for geometry information ? I could not figure out how to add one in hotkeys editor
@Houdini123 Жыл бұрын
uff I don't know that. But when you turn geometry information on, you can save it as default to have it always on.