Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

Community Reputation

3 Neutral

1 Follower

About pasto

  • Rank

Contact Methods

  • Website URL http://www.pasto.squarespace.com

Personal Information

  • Name Jérôme
  • Location France

Recent Profile Visitors

1,699 profile views
  1. Hi, In case someone is looking for this, it is quite simple, you just have to import the wire into the cloth dopnet even if you don't need any collision relationship. The constraint needs it inside the dop in order to refer to it. the point selection though can be just a group in sop. SBD constraint et SBD pin constraint are working fine, not in soft constraint mode though. SBD spring and all king of soft constraint doesn't seem to work, even with a huge strength, the constraint are not resisting to any force. Thx to Olivier Jeannel for this explanation.
  2. Hello, I tried pretty much all constraint configurations in order to attach a cloth to a wire sim without success. Nice guys from the Houdini slack have advised me to simulate the wire then attach the cloth afterwards, but I can't find any constraint that "read" the wire points anyway. What would be the constraint nodes I need ? Should I absolutely transform the wire to polywire to get proper polygons ? To be clear I am just trying to attach a flag to a thin rope and get some realistic wind movements on both. Many thanx.
  3. Thanx Atom, of course it works, sorry for this.
  4. Thanx Atom but the purpose of the initial state is to use a very different position of the points, the attrib transfer would transform the uvs a lot. I might just copy attributes then ? without any position reference, just point number ? Thx a lot, I will try this.
  5. Hello, I am using an initial state .sim for a simple cloth simulation and I lose the vertex uvs attribute on the dop object. I guess it is logical since .sim can't really carry any attribute ? But is there any way to get back the uvs even when working with an initial state active ? Many thanx
  6. Yes it works fine, I just had to activate the export flag sorry. Thanx so much for your help.
  7. Works nicely, many thanx. Once I have my chop poses collection, is there any way to link the different chops to the objects transform channels then ? In order to procedurally choose between them. I tried with an export chop (after an animated switch chop) but I can't find a way to link it to the different objects. Many thanx, helped me a lot.
  8. Damn, never heard of this feature, I will try immediately. Many thanx. Merci beaucoup !
  9. Hello, Is there a way to capture poses with the pose library, for a hierarchy of objects linked at the objet level. Let's say you have two or more objects (not bones) linked at object level and you need to capture their transform channels for both in the same pose. I tried to set up the scope options to get everything (input, output, descendant activated, constant values, etc. I see all of them, for both objects, scoped in animation editor). I can't select two objects in the pose library, so I tried the first one then the second one, hoping that the child would follow, but the created poses just deal with one object channels and doesn't include the hierarchy. I guess I am missing something obvious. I also tried to "promote" all transform channels with the parameters editor, but I can't get them when they are not from a subnet. Thank you
  10. Hello, Just export in .obj for models, fbx or alembic for animation. Maybe bake your animated cameras. Works nice, just take care about size, I guess the scale conversion is about x100. J
  11. Here are the specs, I guess this a driver problem ? I am under OS X 10.10.5, should I update it ? Many thanx. OpenGL Vendor: NVIDIA Corporation OpenGL Renderer: NVIDIA GeForce GT 650M OpenGL Engine OpenGL Version: 4.1 NVIDIA-10.4.2 310.41.35f01 OpenGL Shading Language: 4.10 Detected: NVidia Consumer (Mac version) Unknown VRAM Unknown driver version
  12. Well, same with the last version (15.0.529) it always disappear at some point, and I can't get it back in the viewport.
  13. thx a lot guys, I'll check this out. What an upgrade… feels like pure future… but now !
  14. Hello, I guess it is a mac thing (mbp retina) but I don't have anything in the viewport when I use a Heightfield node, just the border lines, no geometry. When I convert it to regular poly it works fine. Is it just me because my poor CG card (650m) or is my display set up need anything specific ? Many thanx. Jérôme
  15. Thanx a lot guys, Ben, my aim was to make a somehow generic tool, strangely the Illustrator blend is doing a better job at blending when the starting point is well positioned. Yader, for this sort of (dancing!) behavior the blend shape makes a pretty good result, do you think we can resample a curve at a fixed number of points ? I also tried to orient the normals to the corresponding point on the target curve (pretty much the closer one but this method never grasps the whole shape details). Many thanx Jérôme