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julian johnson

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  1. inherit velocity RBD Packed Object

    Ah. OK, I think I now see what you mean. Matt Estela's done a great example of what I think you mean here: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#RBD_inherit_.40v_and_.40w_after_initial_frame I had a go on my own, too, and this seems to work as well. test_active_velocity4.hipnc
  2. inherit velocity RBD Packed Object

    Not sure I've understood your scene so take this with a pinch of salt. But, it looks like you're trying to transfer both the velocity attribute and the active attribute of the active object to the inactive ones. To do that I calculated the velocity on the active object using Trail SOP and then in the attribute transfer in the solver also transferred the velocity. Probably not what you meant! test_active_velocity3.hipnc
  3. [SOLVED]Set Velocity On Glue Bond RBD Piece?

    Thanks for that scene Atom. I couldn't NOT finish what I started :-). So here's the fixed scene. In the sop solver it identifies which constraint geo primitives are marked as broken and then, at the frame they are broken, adds velocity to the packed RBD associated with the broken constraint. I think it's a relatively simple setup and, obviously, in the wrangle you could do anything you liked to the velocity at that frame. Hopefully this one works as it should! In the .hip file the pieces associated with broken glue constraints are all pushed positively along Z with a new velocity of (0,0,5). broken_to_vel4.hipnc
  4. [SOLVED]Set Velocity On Glue Bond RBD Piece?

    Just tried to update the .hip and realised it doesn't work at all! So, please ignore. I am sure findattribvalue() is the way to do this but the code in the wrangle is wrong. It 'looks' like it works but really isn't. Will try and update when I get a chance.
  5. [SOLVED]Set Velocity On Glue Bond RBD Piece?

    Probably too late on this one but the findattribval() function is one you could use here: broken_to_vel.hipnc
  6. Even point distribution on a curve

    pusat's is by far the best way of doing this. But for something rough and ready (and if you're not so bothered by being exactly even spaced) you could try this as well. Increasing the iterations on the for loop increases the 'accuracy'. It's based on even lengths of the original curve so is never going to be absolutely correct. evenspace.hipnc
  7. Constraint Network - Constraint_Type = 'rotation'

    Exactly. In the example below the position and rotation constraints have different condofs... walkerc.hipnc
  8. Constraint Network - Constraint_Type = 'rotation'

    I haven't had time to explore the rest but you would imagine that a condof of 0 would allow the object to go anywhere and a condof of 3 would constrain it completely but, hopefully, with this scene you can check that all out.
  9. Constraint Network - Constraint_Type = 'rotation'

    If you switch the condof to 1 and constrain both rotation and position you're limiting movement to anywhere in the plane whose normal is y (which is why in the .gif below you can see the box only moves along x and z) and you're limiting rotation to any rotation axis that can sit on that plane.. hard_hinge_daryl2.hip
  10. Constraint Network - Constraint_Type = 'rotation'

    I have no idea if this is any use to you but here's a scene that shows condir in action (with condof set to 2). The first .gif (condir.gif) has both position and rotation constrained whilst the second has just rotation. The constraint axis is Y. In the first gif you can see how movement is only allowed along Y and rotation is only allowed around Y. If you go into the pointwrangle and change the constraint to rotation only you get the second .gif where movement is allowed anywhere but rotation is still only allowed around Y. This scene does not work properly prior to version 16.0.642 as a bug with condir was fixed from that point onwards (i.e rotation about x was the same as rotation about z). hard_hinge_daryl.hip
  11. Raycast points to align objects

    I was thinking the for loops in both the main tree and the subnet were unnecessary, probably, as the copy function is effectively a for loop by itself. Anyway, take a look at the attached scene - it removes both for loops but this time it does take liberties with your original scene! excercise_11b_ray.hipnc excercise_11c_ray.hipnc
  12. Raycast points to align objects

    I think there are much simpler ways of doing this but here's one anyway. I've tried to leave your tree as intact as possible. Not sure what you intended for primitives with non-rectangular shapes, though.... excercise_11a_ray.hipnc
  13. No printf() in volume wrangle?

    I think you need a volume attribute to iterate over i.e. this works (if you bind to density for example): printf("%s\n", "hello", @density);
  14. vex - Using @primnum in point mode or @P in primitive mode

    Thanks Atom. Makes sense..