again... discovering this video only now and using Houdini 20! Do you have an idea why the heightfield_mask by feature are not showing up in the viewport? Did you try it recently? Cheers
yeah this tutorial is broken! I don't think this method is working in Houdini 20. All I get is errors and weird situations where nothing is actually happening in the viewport.
You can select and add the python file to the path by scrolling down to the bottom, them if you see the x button you can change it into "will be installed on local hard drive" or the other option, but it's up to you.
Hey dude, I just watched the whole playlist, it turned out really great. It's a great help for my professional work at the university, if you have the time and capacity, I'd be happy to ask you a few questions :)
here why we are using neighbours() and point()? if we use neighbours() to get the @P attribute of nearby neighbour points then why we assign @ptnum as second argument? Basically what they does?
The right and up attributes, in this case, store the right vector and up vector. These vectors are useful in many cases. Say you want to offset some objects to the left or right of a curve, we'd use the right vector multiplied by some float value to do so. If we wanted to offset those same object up or down we'd use the up vector. These attributes arent default / built in attributes, like pscale is, so we have to calculate them ourselves. That's a high level explanation. Hopefully it helps a little. :)
@@IndiePixel3D Thank you so much , now i got the clear idea about it. Also I recently found this channel on youtube its simply amazing like a gem. once again thank you for your reply.
@@mssanimation9383 we do that to build the right vector. At that point in the calculation we haven't built the up vector yet, so we use the world up vector. This will not work with vertical curves. I explain more in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-o1vGKRcwFWw.html
Hello. I have a problem. I use a separate hda file for my unreal project - houdini engine. According to the project, fbx models of stones will be copied at selected points. So, the problem is that the file node can only import one object at a time. I tried to use the advice from this video - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lggUrUDZP9A.htmlsi=034BgGS-7kNt8v3o and it turned out to download several files, but after importing the hda file into the unreal engine fbx, the stones do not appear. This is 100% due to the fact that in the hda file there are no file nodes themselves, but only object merge, fbx file nodes are located in a different place and there is no way to place them in hda. Not a single attempt to change the location of geometry and subnetwork led to any result. Please help English friends.
It was a very useful course. Thank you very much for this. I successfully completed it by following all the steps. I encountered a few problems during this process, but in the comments section of the videos, helpful people have already experienced these problems and wrote the solutions they found and thanks to them, I reached the solution. Thank you very much to those who made this course and helped in the comments. I'm thinking of adding FPS camera and a few more features. Please make more tutorials like this one. (Kenny not only teaches drone controls but also the principles of clean, organized and dynamic code, thank you very much for that)
I love this t utorial. Men i have problem. Im doing my own project but i have the reticle as a 3rd person shooter not a top down game. So when i use your configuration and i use the mouse to aim. The ray dont touch the front of the screen its pointing forward but dont touch anything. How can i solve this? any idea ?
this is invaluable, a great reference to comeback to! Out of curiosity, why is json is the platform of choice for storing data, and not python itself? Python is not bad as far human readablity goes either! Thanks so much Indie-Pixel!
'IEngine' does not contain a definition for 'ToList' and the best extension method overload 'Enumerable.ToList<IEngine>(IEnumerable<IEngine>)' requires a receiver of type 'System.Collections.Generic.IEnumerable<IndiePixel.IEngine>' If you are getting this message , make sure you dont write "GetComponentInChildren<IEngine>().ToList<IEngine>();", the correct one is "GetComponentsInChildren<IEngine>().ToList<IEngine>();" (its GetComponents , not getcomponent)
What happens if the circle is at an arbitrary angle? and what if you wanted to offset the start point? I know offsetting the start point could be done easily with a sort node, but it'dbe cool to figure out how to do it in vex.