Re: OT houdini questions

2015-02-05 Thread philipp seis
Hello Rob, hope you do well. *"It seems one cannot move/snap the pivot on the model itself, which seems to be very counter intuitive..."* I'm on H14 and have a test Sphere. When i right click on the handle in Object level, i can choose Pivot Mode (same as "Insert" as you mentioned). When Point sna

Re: OT houdini questions

2015-02-05 Thread Rob Wuijster
Can someone help out on a working snapping workflow in Houdini regarding the Insert and ' keys? Temporarily moving the pivot for moving stuff around in space? It seems one cannot move/snap the pivot on the model itself, which seems to be very counter intuitive... Haven't found anything useful

Re: OT houdini questions

2015-02-05 Thread Gerbrand Nel
Thanks for the reply. I almost always create nodes in the network window by pressing "tab" after dragging out a wire from my object. It might be a wacom problem, now that I think about it, my pointer has been jumping all over my screen lately. G On 05/02/2015 11:50, Cristobal Infante wrote: H

Re: OT houdini questions

2015-02-05 Thread Cristobal Infante
Hi Gerbrand, What you need to realise is that the "interactive behaviour" of a node will depend on where you create it. You can create nodes in the obj panel or on the viewport (with tab). I am guessing sometimes you are creating the copy in the viewport which asks you for a primitive. Depending

Re: OT houdini questions

2015-02-05 Thread Gerbrand Nel
Just another question: sometimes when I create a copy node in the network view, it asks me to select primitives and press enter. Sometimes it doesn't. Can someone shed some light on this behaviour? Thanks G

Re: OT houdini questions

2015-02-02 Thread philipp seis
Thanks for sharing the VEX snippet :) I've totally missed out on that "point" function. I'll check Sticky as well. have a nice evening ! 2015-02-02 17:33 GMT+01:00 Jordi Bares Dominguez : > Have a look at Sticky SOP, may be the thing you are looking after (plus > you have blending via UVs wh

Re: OT houdini questions

2015-02-02 Thread Jordi Bares Dominguez
Have a look at Sticky SOP, may be the thing you are looking after (plus you have blending via UVs which is very interesting. jb > On 2 Feb 2015, at 15:58, Christopher Crouzet > wrote: > > Disclaimer: I'm a total beginner and there's most likely better/easier ways > to do it. > > If you want

Re: OT houdini questions

2015-02-02 Thread Christopher Crouzet
Disclaimer: I'm a total beginner and there's most likely better/easier ways to do it. If you want to constrain your object to a single point, one way would be to create an expression on each of the translate channels of your object and use the `point` function, such as: `point("/obj/path_to_geomet

Re: OT houdini questions

2015-02-02 Thread philipp seis
hey guys, i'd be super happy for any advice on an "object to cluster Constraint" in H, like i would use it for a dorrito 2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez : > And the Rivet SOP too > > > On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote: > > > > You might want to check out the C

Re: OT houdini questions

2015-02-02 Thread Jordi Bares Dominguez
And the Rivet SOP too > On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote: > > You might want to check out the Creep SOP in that case. > > > A > > > On 02 February 2015 at 12:27 Gerbrand Nel wrote: > > >> Thanks guys!! >> What I want out of a surface deformer is the UV control. >> It's

Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
You might want to check out the Creep SOP in that case. A On 02 February 2015 at 12:27 Gerbrand Nel wrote: > Thanks guys!! > What I want out of a surface deformer is the UV control. > It's different than a cage or lattice because it lets you slide/deform things > based on uv data, and off

Re: OT houdini questions

2015-02-02 Thread Gerbrand Nel
Thanks guys!! What I want out of a surface deformer is the UV control. It's different than a cage or lattice because it lets you slide/deform things based on uv data, and offset along normals I find it very useful to model things where allot of detail has to follow a certain shape. I modelled so

Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
>if you want to keep it open you have a node to do that called “Ends” with >“unroll” Haha! Thanks! Learnt something new today :) A On 02 February 2015 at 10:47 Jordi Bares Dominguez wrote: > > > > On 2 Feb 2015, at 09:43, Gerbrand Nel < nagv...@gmail.com > > >

Re: OT houdini questions

2015-02-02 Thread Jordi Bares Dominguez
> On 2 Feb 2015, at 09:43, Gerbrand Nel wrote: > > So 3 quick houdini questions if you don't mind: > Why do I automatically get a surface on a closed curve? Because you are closing it, if you want to keep it open you have a node to do that called “Ends” with “unroll” if my memory is good. >

Re: OT houdini questions

2015-02-02 Thread philipp seis
Hi Gerbrand, from the top of my head i'd say, there should be a checkbox so that your curve won't get a surface. Then, here is a curve basics tutorial from peter quint: http://vimeo.com/40771484 I'd be interested in a deform by surface too. The Ray SOP gives a little bit of that behaviour out of

Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
> Why do I automatically get a surface on a closed curve? Houdini defines a closed curve as a polygon. As far as I know, there's no way to get around this behaviour. It's never struck me as odd until now. Is it preventing you from doing something? Or just an aesthetic issue? > Is there somethin

OT houdini questions

2015-02-02 Thread Gerbrand Nel
So 3 quick houdini questions if you don't mind: Why do I automatically get a surface on a closed curve? Can I kill it without killing the curve, or can I set it to "never create"? Is there something like "deform by surface" in soft for houdini? That is it for now :) Thanks G