Archived post by aswaab

@flight404

here’s a chops way of doing it. I have something in there that will remove any scaling from the world cam/nulls, etc.

Knowing the CHOPS way is cool because you can do things like time-shift, retime, filter, sample, etc. Good to know even if not for your specific case tonight.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194208/22/19/get_world_cam.hiplc

Archived post by ajk48n

yeah, thanks I’ll check it out. This is literally just my prep so I begin setting up cloth tutorials

at the risk of looking inefficient, but for future posterity when I forget how I did this, here is a bit of code to transition between multiple clips in an agent

“`int clipNum = 3; float blend = chf(‘blend’); float b[] = array(0,0,0);
for (int i=0;i

Archived post by bonsak

Sample rate in chops is not always tied to the frames pr second you operate in. If you are sampling audio for example you might want higher sample rates. But i agree it could at least be $FPS. I put this in my houdini.env: “`FPS = 25 HOUDINI_CHOP_UNITS = frames“` This sets FPS in your hip to 25(i dont do any film work), sets Sample Rate in chops to 25 and Unit in chops to Frames. I always mess up when its set to Seconds(default)

Archived post by friedasparagus

@will erm… did I say 3@rot….? 😑 I meant 3@transform. Sorry, I suck Take a look at this file and see if it helps. The first input in the switch is a reworking of what you had, with the ‘amount’ taken from the points progress along the path rather than the parm. One of the benefits of this setup is that we don’t have to recompute things on the path on each frame 😃 However the hitch comes (as ever) with interpolating the transforms, and you’ll see the wheel shrink and grow as it moves, this is because the carve sop is doing an icky lerping of matrices. Increase the resolution of the curve and this will diminish. The second input is a way around this. Instead we let the carve sop lerp vectors and floats only – which we then use to build the transform like we did before. But this time maketransform() is cleaning up the mess for us and we get a much more stable result (even with a low res input curve)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191402/07/19/wheel_turn_flipping_edit.hiplc

Archived post by goldfarb

OK Nerds…I’ve refreshed my github knowledge and made a ‘repo’ as the kids call it, github.com/mgoldfarb/Rigging-Utils

there is a bunch of crap in there as I just grabbed what I had currently all of them need to be cleaned up and have error checking, proper docs/tool tips etc but there are some handy things in there and they’re all pretty simple so you can see how they can be improved