Report Day 2
: 9th July 2013
I went to
start the lesson 3 of first steps which is learning about digital assest, but
before that, I learn more new things from this lesson.
Geometry
Viewer
Previously
during IAP, me and my course mates will always have to create a file node and
import the rop file that we have already rendered and see our rendered geo. But
now, I have found out that I can use the geometry viewer and view my rop files.
I think this way is more efficient to not waste time and I can straight away get to view certain
frames without scrubbing through the frame slider.

I learn a new
expression. To round off a decimal to an integer, I can use an expression
called round or ceil.
Padzero
expression calls in how many zeros your naming convention has.
Eg) rock_$F3
= rock_001 = `padzero(3,...)
The lesson
explains the difference about copy and instance node.
COPY NODE - duplicates geo
INSTANCE NODE = takes effect only when rendering (lesser memory usage)
COPY NODE - duplicates geo
INSTANCE NODE = takes effect only when rendering (lesser memory usage)
Digital
Assets
I learn how
to create a basic coil digital asset which I can implement on and create other
digital assests like stairs etc.
The lesson
is really helpful as now I can create my very own digital asset and use it in
the future.
During houdini boot camp, Mr Ron told us to create or own simple stair digital asset.
During houdini boot camp, Mr Ron told us to create or own simple stair digital asset.
ctrl + shift
to delete the keyframe animation
ctrl + left
click to delete a certain keyframe animation
I learn that
after I keyframe, I can still can have the freedom to add an expression to the
keyframe.
The more
efficient way of animation is creating seperate null node for transform,
rotation and scale animation so as its easier to toggle and edit the animation
(creating a hierarchy of animation)
Under my
mantra node, I use the $RFSTART and $RFEND.
It takes the
frame range 20 to 40.
However if I
use $FSTART and $FEND, it will render frame range which is at the global
animation settings.