Archived post by mattiasmalmer

KineCAM a way to animate your camera in sops

becomes easy to do a lot of common camera stuff. path animations. camera rigs. perhaps some spring system or let your camera follow a particle or whatever.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250802/12/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250802/12/25/sop_mattias.KineCam.1.0.hdalc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250802/12/25/sop_render.frustum.1.0.hdalc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250802/12/25/houdini_odAByYZ5Tn.mp4

Archived post by mattiasmalmer

here is a little sing and a dance number to get a lop camera to nuke… 🙂

i have made a little set of helper nodes for nuke export. Nukem can send out cameras, meshes, and kineFX skeletons to nuke.

mostly intended for the obj/sops area. but this was a way to get a lop camera to play ball.

try it

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254702/06/25/houdini_0N03uHYHhb.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254702/06/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254702/06/25/Nukem.zip

Archived post by bouncyferret

@.goldfarb. What do you mean __can’t__ select?! ||the quirk is that you need to have a selection already started||

Oh, if auto is enabled there is no need to press the button to commit the selection

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253601/28/25/geo_sheet_select-2025-01-28_22.20.07.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253601/28/25/image.png

Archived post by solitude9206

Yeah pretty much.

I’ll try some sneaky stuff tomorrow with symlinks

Ok so far the easiest thing I found was the assign material node – adding a parameters override – it basically clones the material for you and just sets the attr and assigns the copy of the material to the geo. You can have it reference primvars from the geometry as well, so I can do s@inputs:file = s@txpath; But it can’t do **_geo and loop ove the prims, so I still have to do it in a for each (which I haven’t done yet.

But… this in itself ‘kinda’ makes the point inmho that you can definitely clearly define a primvar/attr AS a texture up front, and collect them ahead of time for the renderers

I take it back. It works with ** so yay.

Easy enough for me