[Sidefx-houdini-list] How to control RigidBody instances

Thomas Volkmann listmail.3d at gmail.com
Mon Dec 4 05:20:07 EST 2017


Thanks Olivier!! Really really helpful. Much appreciated!

On Thu, Nov 30, 2017 at 8:41 PM Olivier Jeannel <facialdeluxe at gmail.com>
wrote:

> I think Jordi proposed a randomize vector by cone (not sure)
> The attribute randomizeSOP propose a ton of different randomizations too.
>
>
>
> 2017-11-30 12:21 GMT+01:00 Olivier Jeannel <facialdeluxe at gmail.com>:
>
> > Sorry, heres a link to my drive
> > https://drive.google.com/open?id=13AEKxOVDP72C8S_GtE1YXQbUAmARHucQ
> > I forgot that the attached files might be to heavy for the mail list.
> >
> > 2017-11-30 12:19 GMT+01:00 Olivier Jeannel <facialdeluxe at gmail.com>:
> >
> >> I think it is working here, check the file :)
> >>
> >> As long as the target points (input2 of the CopySOP) have "orient"
> >> attributes, the copySOP should use it to orient the copy.
> >>
> >> I made a little tut about "orient" and 3x3matrix.
> >> You can see 2 methods for orienting with attributes before the copySOP
> >> and after the copySOP
> >> https://vimeo.com/207626604
> >>
> >>
> >> 2017-11-30 10:09 GMT+01:00 Thomas Volkmann <listmail.3d at gmail.com>:
> >>
> >>> Alright...still havent figured it out.
> >>>
> >>> So if we take your example as a basis, I want to create a new Geometry
> >>> object, merge in your cube animation and replace the cubes with
> something
> >>> else.
> >>>
> >>> My approach would be:
> >>> MergeObject(Cubeanim)->add(deleteGeo)->copytopoints(input2)   and
> >>> sphere->(copytopoints(input1)
> >>> Works fine, except I don't get the rotations... :(
> >>>
> >>>
> >>> On Thu, Nov 30, 2017 at 9:15 AM Thomas Volkmann <listmail.3d at gmail.com
> >
> >>> wrote:
> >>>
> >>> > Thanks a ton Olivier! Some initial confusion and instant
> enlightenment
> >>> > going on here :)
> >>> > You gotta love the fact that you can just look at the generated VEX
> >>> code
> >>> > from your attribute-vop.
> >>> > Extractxform translates to cracktransform... this is probably what I
> am
> >>> > looking for.
> >>> > Great seeing the randomize-value-by-range nodes! I think I did these
> >>> on my
> >>> > last project, too. And a randomize-vector-by-cone. Wasn't there a
> >>> thread
> >>> > somewhere with people building ICE compounds in Houdini? I'll have to
> >>> look
> >>> > for it again.
> >>> >
> >>> > On Wed, Nov 29, 2017 at 10:40 PM Olivier Jeannel <
> >>> facialdeluxe at gmail.com>
> >>> > wrote:
> >>> >
> >>> >> Here is the setup, I added some comments.
> >>> >> https://drive.google.com/open?id=1swFzpbJ34b4mT9cJxneFa6gZuDZZmx20
> >>> >>
> >>> >> It shows 2 methods
> >>> >> 1/ pointVOP creates classic P and Orient and then turn these into
> >>> >> IntrinsicTransform
> >>> >> 2/ pure VOP Intrinsic
> >>> >>
> >>> >> I often use these setups,  (once get used to) they are very similar
> >>> to how
> >>> >> we animated stuff in ice.
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >> 2017-11-29 21:16 GMT+01:00 Olivier Jeannel <facialdeluxe at gmail.com
> >:
> >>> >>
> >>> >> > I have a setup in vop to intrinsic transform. I can share it if
> you
> >>> want
> >>> >> > to have a look.
> >>> >> >
> >>> >> > 2017-11-29 16:25 GMT+01:00 Thomas Volkmann <listmail.3d at gmail.com
> >:
> >>> >> >
> >>> >> >> Thanks Olivier, I think I stumbled upon that video during a
> former
> >>> >> Houdini
> >>> >> >> project. Definitely makes the SI to Houdini transition easier...
> >>> >> >> But now to the latest problem....
> >>> >> >> I want to replace the rigidbodies with some other object after
> the
> >>> >> >> simulation.
> >>> >> >> So I merge the sim-object, use "add" to delete the geo and just
> >>> keep
> >>> >> the
> >>> >> >> points (very intuitive) and then I want to use a "copy to points"
> >>> node.
> >>> >> >> By default everything goes haywire, but when I disable "transform
> >>> using
> >>> >> >> point orientations" hte objects end up in the right positions but
> >>> have
> >>> >> a
> >>> >> >> static rotation.
> >>> >> >> I guess I have to get the intrinsic transforms and apply them to
> >>> the
> >>> >> point
> >>> >> >> orientation (or similar) before the copy, but I really can't
> >>> figure it
> >>> >> out
> >>> >> >> atm....
> >>> >> >> Any ideas?
> >>> >> >>
> >>> >> >> On Wed, Nov 29, 2017 at 10:44 AM Olivier Jeannel <
> >>> >> facialdeluxe at gmail.com>
> >>> >> >> wrote:
> >>> >> >>
> >>> >> >> > If triggers for sims is you're thing, I enjoyed this tut :
> >>> >> >> >
> >>> >> >> > http://shortandsweet3d.blogspot.fr/2017/01/xsi-to-houdini-4-
> >>> >> >> from-states-to-streams.html
> >>> >> >> > If you're in pop or dop and want to play it like in ice State
> >>> >> >> > Machine, Mikael Pettersén nailed it.
> >>> >> >> >
> >>> >> >> > 2017-11-29 10:35 GMT+01:00 Olivier Jeannel <
> >>> facialdeluxe at gmail.com>:
> >>> >> >> >
> >>> >> >> > > You can use "Attribute Create" if you're in sop.
> >>> >> >> > > Otherwise in Vop, "Bind Export".
> >>> >> >> > > Checking with the Geometry Spreadsheet to insure every
> >>> attributes
> >>> >> are
> >>> >> >> > > there, or hit "x" and click a node to create a temporary
> >>> >> vizualizer.
> >>> >> >> > >
> >>> >> >> > > 2017-11-29 9:29 GMT+01:00 Thomas Volkmann <
> >>> listmail.3d at gmail.com>:
> >>> >> >> > >
> >>> >> >> > >> Yep, I found merging and then referencing the input to be
> the
> >>> most
> >>> >> >> > >> straight
> >>> >> >> > >> forward for me. I had the intention to do as much as I can
> in
> >>> >> code,
> >>> >> >> but
> >>> >> >> > >> obviously my skills are still limited :)
> >>> >> >> > >> But on another note:
> >>> >> >> > >> Where would you store some global variables that should be
> >>> >> >> referenced by
> >>> >> >> > >> some other objects (eg. a frame number that should act as a
> >>> >> trigger)?
> >>> >> >> > >> Atm I just have an object that holds an attribute-wrangle
> >>> which is
> >>> >> >> > working
> >>> >> >> > >> fine. Just curious on other approaches...
> >>> >> >> > >> The Null-OUT workflow will be incorporated, thanks Michael!
> >>> >> >> > >>
> >>> >> >> > >> cheers,
> >>> >> >> > >> Thomas
> >>> >> >> > >>
> >>> >> >> > >> On Tue, Nov 28, 2017 at 6:39 PM Ciaran Moloney <
> >>> >> >> > moloney.ciaran at gmail.com>
> >>> >> >> > >> wrote:
> >>> >> >> > >>
> >>> >> >> > >> > If you're working in a wrangle node, you could just
> >>> reference
> >>> >> the
> >>> >> >> > input
> >>> >> >> > >> > port and be done with it.
> >>> >> >> > >> >
> >>> >> >> > >> > On Tue, Nov 28, 2017 at 4:59 PM, Michael Dunkley <
> >>> >> >> mdunkley at gmail.com>
> >>> >> >> > >> > wrote:
> >>> >> >> > >> >
> >>> >> >> > >> > > Hey Thomas - the null thing i mentioned isn't required
> >>> per se,
> >>> >> >> just
> >>> >> >> > >> > > best practice and a very common houdini pattern.
> >>> Basically
> >>> >> the
> >>> >> >> idea
> >>> >> >> > >> > > is you usually want to reference paths from nulls, if
> >>> >> >> appropriate,
> >>> >> >> > so
> >>> >> >> > >> > > that if your network graph changes (ie you add more
> >>> relevant
> >>> >> >> > >> > > operations after your wrangle), you don't have to change
> >>> the
> >>> >> >> > >> > > expression.  I guess the idea is that it makes your
> logic
> >>> more
> >>> >> >> > >> > > agnostic and less reliant on specific nodes.  My
> personal
> >>> >> >> approach
> >>> >> >> > is
> >>> >> >> > >> > > to label the nulls in ways that describe the state of
> the
> >>> >> >> network at
> >>> >> >> > >> > > that point (eg OUT_sim).   Again, not strictly
> necessary,
> >>> >> just a
> >>> >> >> > >> > > little cleaner than referencing workhorse nodes, and
> also
> >>> >> works
> >>> >> >> > better
> >>> >> >> > >> > > in cases where, for instance, you decide you want to
> >>> cache the
> >>> >> >> > output
> >>> >> >> > >> > > of your dop network before referencing it.
> >>> >> >> > >> > > For your case i think the network would look something
> >>> like
> >>> >> >> > >> > > dop_import->null, and you'd then reference that null.
> >>> >> >> > >> > >
> >>> >> >> > >> > > On Tue, Nov 28, 2017 at 11:14 AM, Thomas Volkmann <
> >>> >> >> > >> listmail.3d at gmail.com
> >>> >> >> > >> > >
> >>> >> >> > >> > > wrote:
> >>> >> >> > >> > > > Hi Michael, that works great! The shelf tools seem to
> >>> do the
> >>> >> >> > packing
> >>> >> >> > >> > > > automatically (copy stamp node).
> >>> >> >> > >> > > > What do you mean by pulling from a null sop?
> >>> >> >> > >> > > > So far I can point directly to /DopNetwork or use a
> >>> merge
> >>> >> node
> >>> >> >> to
> >>> >> >> > >> get
> >>> >> >> > >> > it
> >>> >> >> > >> > > > inside my Geo where I connect it to the wrangle-node
> >>> (was
> >>> >> just
> >>> >> >> > >> about to
> >>> >> >> > >> > > > test Oliviers approach when your mail came in...thanks
> >>> >> Olivier
> >>> >> >> > I'll
> >>> >> >> > >> > take
> >>> >> >> > >> > > a
> >>> >> >> > >> > > > look at that approach in due time).
> >>> >> >> > >> > > > It's a lot of these 'best practices' that I'm not
> aware
> >>> of
> >>> >> >> atm....
> >>> >> >> > >> > > >
> >>> >> >> > >> > > > cheers,
> >>> >> >> > >> > > > Thomas
> >>> >> >> > >> > > >
> >>> >> >> > >> > > > On Tue, Nov 28, 2017 at 4:32 PM Michael Dunkley <
> >>> >> >> > mdunkley at gmail.com
> >>> >> >> > >> >
> >>> >> >> > >> > > wrote:
> >>> >> >> > >> > > >
> >>> >> >> > >> > > >> Hey Thomas.  So far as your expression goes - P is
> >>> usually
> >>> >> a
> >>> >> >> > point
> >>> >> >> > >> > > >> attribute, not a detail, the detail function doesn't
> >>> >> require
> >>> >> >> "op"
> >>> >> >> > >> > > >> syntax, and usually doesn't return an array unless
> >>> you're
> >>> >> >> asking
> >>> >> >> > >> for
> >>> >> >> > >> > > >> an array attribute.
> >>> >> >> > >> > > >> The expression you're looking for is probably more
> >>> along
> >>> >> the
> >>> >> >> > lines
> >>> >> >> > >> of:
> >>> >> >> > >> > > >>
> >>> >> >> > >> > > >> vector pos = point("/full_or_relative_path/
> >>> to_node","P",3)
> >>> >> >> > >> > > >>
> >>> >> >> > >> > > >> where the path is just a normal houdini path, the
> >>> >> attribute is
> >>> >> >> > >> > > >> expressed as a string (as you had) and the 3 is
> simply
> >>> the
> >>> >> >> number
> >>> >> >> > >> of
> >>> >> >> > >> > > >> the rbd you're trying to access.  This is making the
> >>> >> >> assumption
> >>> >> >> > >> that
> >>> >> >> > >> > > >> you're working with packed rbd's, so that the "point
> >>> >> number"
> >>> >> >> > you're
> >>> >> >> > >> > > >> grabbing actually represents an entire packed piece.
> >>> >> Unpacked
> >>> >> >> > >> rbd's
> >>> >> >> > >> > > >> would be slightly trickier to grab.  Haven't watched
> >>> that
> >>> >> >> Entagma
> >>> >> >> > >> vid,
> >>> >> >> > >> > > >> so i don't know which you're actually working with.
> >>> >> >> > >> > > >> It would also be good practice to pull from a (null)
> >>> sop if
> >>> >> >> > >> possible
> >>> >> >> > >> > > >> (as opposed to dops directly - pulling directly from
> >>> dops
> >>> >> is
> >>> >> >> > >> certainly
> >>> >> >> > >> > > >> possible, though the syntax is a little screwier and
> >>> >> generally
> >>> >> >> > not
> >>> >> >> > >> > > >> ideal).
> >>> >> >> > >> > > >>
> >>> >> >> > >> > > >>
> >>> >> >> > >> > > >>
> >>> >> >> > >> > > >> On Tue, Nov 28, 2017 at 9:05 AM, Olivier Jeannel <
> >>> >> >> > >> > > facialdeluxe at gmail.com>
> >>> >> >> > >> > > >> wrote:
> >>> >> >> > >> > > >> > I personnaly go with vop.
> >>> >> >> > >> > > >> > Having the points you're working with in the first
> >>> port.
> >>> >> >> > >> > > >> > And the points you're gathering infos from in the
> >>> second
> >>> >> >> port.
> >>> >> >> > >> > > >> > You can either use a PcOpen + Pcfilter (P) if you
> >>> want to
> >>> >> >> get
> >>> >> >> > >> the P
> >>> >> >> > >> > > >> > according to the distance.
> >>> >> >> > >> > > >> > Or use the Import Point (P) based on the id number.
> >>> >> >> > >> > > >> >
> >>> >> >> > >> > > >> > Or go the PrimUV route if you want to gather one
> >>> >> attribute
> >>> >> >> from
> >>> >> >> > >> > > polygon
> >>> >> >> > >> > > >> > location (same as UV to Location in ICE)
> >>> >> >> > >> > > >> >
> >>> >> >> > >> > > >> >
> >>> >> >> > >> > > >> > 2017-11-28 13:46 GMT+01:00 Thomas Volkmann <
> >>> >> >> > >> listmail.3d at gmail.com>:
> >>> >> >> > >> > > >> >
> >>> >> >> > >> > > >> >> A small follow-up:
> >>> >> >> > >> > > >> >> How do I get the position of a certain RigidBody
> >>> >> instance
> >>> >> >> in
> >>> >> >> > >> > another
> >>> >> >> > >> > > >> >> objects pointwrangle?
> >>> >> >> > >> > > >> >>
> >>> >> >> > >> > > >> >> I'm trying:
> >>> >> >> > >> > > >> >> vector pos[] = detail("op:/MyDOP/MyRBD_Packed
> >>> Object",
> >>> >> >> "P");
> >>> >> >> > >> > > >> >>
> >>> >> >> > >> > > >> >> Any hints?
> >>> >> >> > >> > > >> >> Thanks,
> >>> >> >> > >> > > >> >> Thomas
> >>> >> >> > >> > > >> >>
> >>> >> >> > >> > > >> >> On Mon, Nov 27, 2017 at 2:27 PM Thomas Volkmann <
> >>> >> >> > >> > > listmail.3d at gmail.com>
> >>> >> >> > >> > > >> >> wrote:
> >>> >> >> > >> > > >> >>
> >>> >> >> > >> > > >> >> > Excellent, Thanks!
> >>> >> >> > >> > > >> >> >
> >>> >> >> > >> > > >> >> >
> >>> >> >> > >> > > >> >> > On Mon, Nov 27, 2017 at 1:29 PM Matt Estela <
> >>> >> >> > >> > matt.estela at gmail.com
> >>> >> >> > >> > > >
> >>> >> >> > >> > > >> >> wrote:
> >>> >> >> > >> > > >> >> >
> >>> >> >> > >> > > >> >> >> Grow/shrinking is well covered by this entagma
> >>> >> tutorial:
> >>> >> >> > >> > > >> >> >>
> >>> >> >> > >> > > >> >> >>
> >>> >> http://www.entagma.com/scaling-the-bullets-dynamically/
> >>> >> >> > >> > > >> >> >>
> >>> >> >> > >> > > >> >> >>
> >>> >> >> > >> > > >> >> >> On 27 November 2017 at 23:10, Thomas Volkmann <
> >>> >> >> > >> > > listmail.3d at gmail.com
> >>> >> >> > >> > > >> >
> >>> >> >> > >> > > >> >> >> wrote:
> >>> >> >> > >> > > >> >> >>
> >>> >> >> > >> > > >> >> >> > Hi,
> >>> >> >> > >> > > >> >> >> >
> >>> >> >> > >> > > >> >> >> > I'm taking another dive into Houdini again
> and
> >>> I'm
> >>> >> >> > having a
> >>> >> >> > >> > very
> >>> >> >> > >> > > >> slow
> >>> >> >> > >> > > >> >> >> start
> >>> >> >> > >> > > >> >> >> > at the moment. It seems I have forgotten some
> >>> of
> >>> >> the
> >>> >> >> > basic
> >>> >> >> > >> > > >> stuff....
> >>> >> >> > >> > > >> >> >> > So if someone could help me out and save me a
> >>> >> couple
> >>> >> >> of
> >>> >> >> > >> hours
> >>> >> >> > >> > it
> >>> >> >> > >> > > >> would
> >>> >> >> > >> > > >> >> >> be
> >>> >> >> > >> > > >> >> >> > much appreciated.
> >>> >> >> > >> > > >> >> >> >
> >>> >> >> > >> > > >> >> >> > I have a simple RigidBody simulation from
> some
> >>> >> >> instanced
> >>> >> >> > >> > > objects.
> >>> >> >> > >> > > >> >> >> > Now I would like to do some stuff with some
> of
> >>> >> these,
> >>> >> >> > like
> >>> >> >> > >> > > select
> >>> >> >> > >> > > >> by
> >>> >> >> > >> > > >> >> ID
> >>> >> >> > >> > > >> >> >> and
> >>> >> >> > >> > > >> >> >> > then putting them to sleep at a certain frame
> >>> or
> >>> >> have
> >>> >> >> > them
> >>> >> >> > >> > > >> >> >> > growing/shrinking over time.
> >>> >> >> > >> > > >> >> >> >
> >>> >> >> > >> > > >> >> >> > Can I do that stuff all in the same place
> (some
> >>> >> >> wrangle
> >>> >> >> > >> node /
> >>> >> >> > >> > > >> where?)
> >>> >> >> > >> > > >> >> >> or
> >>> >> >> > >> > > >> >> >> > does the scaling has to happen in a sop and
> the
> >>> >> sleep
> >>> >> >> in
> >>> >> >> > >> the
> >>> >> >> > >> > > dop?
> >>> >> >> > >> > > >> >> >> > Damn, I really thought I was past that
> initial
> >>> >> >> confusion
> >>> >> >> > >> when
> >>> >> >> > >> > > >> starting
> >>> >> >> > >> > > >> >> >> with
> >>> >> >> > >> > > >> >> >> > Houdini, but  a couple of months off seem to
> >>> be a
> >>> >> full
> >>> >> >> > >> reset
> >>> >> >> > >> > on
> >>> >> >> > >> > > my
> >>> >> >> > >> > > >> >> >> brain...
> >>> >> >> > >> > > >> >> >> >
> >>> >> >> > >> > > >> >> >> > Thanks,
> >>> >> >> > >> > > >> >> >> > Thomas
> >>> >> >> > >> > > >> >> >> > ______________________________
> >>> _________________
> >>> >> >> > >> > > >> >> >> > Sidefx-houdini-list mailing list
> >>> >> >> > >> > > >> >> >> > Sidefx-houdini-list at sidefx.com
> >>> >> >> > >> > > >> >> >> >
> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-
> >>> >> >> > >> > > houdini-list
> >>> >> >> > >> > > >> >> >> >
> >>> >> >> > >> > > >> >> >> _______________________________________________
> >>> >> >> > >> > > >> >> >> Sidefx-houdini-list mailing list
> >>> >> >> > >> > > >> >> >> Sidefx-houdini-list at sidefx.com
> >>> >> >> > >> > > >> >> >>
> >>> >> >> > >> >
> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>> >> >> > >> > > >> >> >>
> >>> >> >> > >> > > >> >> >
> >>> >> >> > >> > > >> >> _______________________________________________
> >>> >> >> > >> > > >> >> Sidefx-houdini-list mailing list
> >>> >> >> > >> > > >> >> Sidefx-houdini-list at sidefx.com
> >>> >> >> > >> > > >> >> https://lists.sidefx.com:443/m
> >>> >> >> ailman/listinfo/sidefx-houdini
> >>> >> >> > >> -list
> >>> >> >> > >> > > >> >>
> >>> >> >> > >> > > >> > _______________________________________________
> >>> >> >> > >> > > >> > Sidefx-houdini-list mailing list
> >>> >> >> > >> > > >> > Sidefx-houdini-list at sidefx.com
> >>> >> >> > >> > > >> > https://lists.sidefx.com:443/m
> >>> >> >> ailman/listinfo/sidefx-houdini
> >>> >> >> > >> -list
> >>> >> >> > >> > > >> _______________________________________________
> >>> >> >> > >> > > >> Sidefx-houdini-list mailing list
> >>> >> >> > >> > > >> Sidefx-houdini-list at sidefx.com
> >>> >> >> > >> > > >>
> >>> >> >> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini
> >>> -list
> >>> >> >> > >> > > >>
> >>> >> >> > >> > > > _______________________________________________
> >>> >> >> > >> > > > Sidefx-houdini-list mailing list
> >>> >> >> > >> > > > Sidefx-houdini-list at sidefx.com
> >>> >> >> > >> > > >
> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini
> >>> >> >> -list
> >>> >> >> > >> > > _______________________________________________
> >>> >> >> > >> > > Sidefx-houdini-list mailing list
> >>> >> >> > >> > > Sidefx-houdini-list at sidefx.com
> >>> >> >> > >> > > https://lists.sidefx.com:443/m
> >>> ailman/listinfo/sidefx-houdini
> >>> >> >> -list
> >>> >> >> > >> > >
> >>> >> >> > >> > _______________________________________________
> >>> >> >> > >> > Sidefx-houdini-list mailing list
> >>> >> >> > >> > Sidefx-houdini-list at sidefx.com
> >>> >> >> > >> >
> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>> >> >> > >> >
> >>> >> >> > >> _______________________________________________
> >>> >> >> > >> Sidefx-houdini-list mailing list
> >>> >> >> > >> Sidefx-houdini-list at sidefx.com
> >>> >> >> > >>
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini
> >>> -list
> >>> >> >> > >>
> >>> >> >> > >
> >>> >> >> > >
> >>> >> >> > _______________________________________________
> >>> >> >> > Sidefx-houdini-list mailing list
> >>> >> >> > Sidefx-houdini-list at sidefx.com
> >>> >> >> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini
> >>> -list
> >>> >> >> >
> >>> >> >> _______________________________________________
> >>> >> >> Sidefx-houdini-list mailing list
> >>> >> >> Sidefx-houdini-list at sidefx.com
> >>> >> >>
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>> >> >>
> >>> >> >
> >>> >> >
> >>> >> _______________________________________________
> >>> >> Sidefx-houdini-list mailing list
> >>> >> Sidefx-houdini-list at sidefx.com
> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>> >>
> >>> >
> >>> _______________________________________________
> >>> Sidefx-houdini-list mailing list
> >>> Sidefx-houdini-list at sidefx.com
> >>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>>
> >>
> >>
> >
> _______________________________________________
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