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PalTopin

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About PalTopin

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    Peon
  • Birthday 12/28/1990

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  • Website URL http://jason-leandro.squarespace.com/

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  • Name Jason

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  1. Of course I saw all the threat! And yeah, grouping the area that we want the effect is the best way to do it.
  2. So what I did was this: I did the inverse of it! This solution was working but it was giving me some unstable results on the rest of the geometry, so based in the group of points that I had, I just did a group promote to have it as prims istead of points and that fixed everything!!
  3. So what I did was this: Thanks to the AWESOME Noobini, based in his "CheapAssCollisionDeform" I did the inverse of it! This solution was working but it was giving me some unstable results on the rest of the geometry, so based in the group of points that I had, I just did a group promote to have it as prims istead of points and that fixed everything!!
  4. DUDE YOU'RE AWESOME!!!
  5. Yes something like that!! Will take a look at the thread! Thanks!
  6. Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  7. Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  8. Joao, Jason here, thanks for your reply. At the beginning I was trying to solve this issue with POPs, but at the end I used packed objs to have the rotation and some color based groups to have the active points and make the packed objs move, based in this active points also added some dust to the scene. This was used a lot of times so HDAs to the rescue! Can't post the final scene or anything right know, but when I'm able to, I'll post it!!
  9. At the beginning I was trying to solve this issue with POPs, but at the end I used packed objs to have the rotation and some color based groups to have the active points and make the packed objs move, based in this active points also added some dust to the scene. This was used a lot of times so HDAs to the rescue! Can't post the final scene or anything right know, but when I'm able to, I'll post it!!
  10. Hi guys I have a question that is breaking my headoff. I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up. From this group I'm creating particles to simulate some kind of debri left behind of the falling "rock". The particles when are born they rotate until they hit the ground, but not when are falling or "sliding" in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look. Any idea on how to get the particles rotate based on the friction or contact with the ground surface? Thanks for any idea you can give me
  11. Hi guys I have a question that is breaking my headoff. I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up. From this group I'm creating particles to simulate some kind of debri left behind of the falling "rock". The particles when are born they rotate until they hit the ground, but not when are falling or "sliding" in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look. Any idea on how to get the particles rotate based on the friction or contact with the ground surface? Thanks for any idea you can give me
  12. I was having a problem with unstable fluid sim, after reading this thread just want to say THANKS! :D
  13. Reference gif: https://beesandbombs.tumblr.com/image/151561586564 My gif: Hip file, this does help a lot to learn and understand VEX. thirdLoop.hiplc
  14. Hey Matt thanks for the file, I learn a lot understanding it, I fixed the rotation in my way. I was busy at work, but I could finish it today. I saw the gif and see that everything moves/rotates but not the color, so I used an attribute transfer to solve that. https://giphy.com/gifs/3ohze1Km7DkpK9X6rC Link to the gif (I dont know why is not showing xD) SecondLoop_v2.hipnc
  15. I saw this and I wanted to join, I'm learning though. I'm trying to do this one But I don't know how to achieve the "fade" in the tail, I haven't done almost anything in VEX/VOPS, I really don't know how to Here's the file, if someone have time to look at it and help me to learn I would appreciate it Loop.hiplc