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charly

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About charly

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  • Name
    Charles delaval
  • Location
    France
  1. set and get persistant attibute

    Hi Atom, thanks for your answer, My issue was to increment only on time when it's selected and not every frames. Then increment again only if the bounding box leaves and come back. Charles
  2. set and get persistant attibute

    I find out how to increment the value the way I want using the sop solver. But I'm still interested in a clener way to do it, like using an array for the selected points. Because the Wrangle get generate each frame, the best solution to keep an array seems to be with Python. Charles increment_value_new_selection.hiplc
  3. Hi, I'm trying to increment a point attibute value over time in vex. A basic exemple would be to animate a group node to increment a counter each time it select points. Then, emitt particles if the points have been selected 3 times, or be able to know if a point has already been selected before. So I tryed to do a setpointattrib to a node that is not time dependent, but it doesn't seem to work. Is there a way to do it in vex ? Thanks, Charles
  4. H16; POP is missing attribute.

    Hi, You didn't have any particles emitting, so you couln't see any attributes. To see your particles attibutes, put a null after your Popnetwork. Here is your seen. disintegration_v.2_modif.hip
  5. Hi there, I'm trying to build an particle asset to use in C4D. I want the particles to get the velocity of my object. It's working fine in Houdini, but when I import the asset in C4D, the particles are emitted on the object even it's moving, but it's not computing the velocity. Is anyone know if it can be done ? Thanks, Charles
  6. I succed to scale my objects in unabling "rest" in the Deformation tab of the solid object. It seem to lose it's softness but I'l try to mess around with the settings.
  7. Thanks, it's working ! So now I have another problem. I want to control the POSITION and the SCALE of my objects. So far, I succed to attract them, but I don't know how could I scale them. I would like them to be really small at the begining and big at the end of the animation. Thanks again Sean Charles Multiple_object_FEM.hipnc
  8. Hi, I would like to use FEM (or soft body) on multiple objects. Basically, I used the copy SOP to copy objects on points. If I use the FEM after the copy SOP, they are merged together. The sollution was probably on this post but the link doesn't work anymore : Thanks, Charles
  9. Houdini Help example files?

    Hi, I'm sorry if my question is stupid but I don't see how to remove the preferences folder. Thanks
  10. Soft spheres FEM in copy SOP

    Thanks for your help man !!! I finally succeed to do it ! One of my main problems what the "solidembed" nod and and the fact that some spheres where intersecting before the tetrahedralize. The "tetrasurface" was useful to smooth the mesh. Thanks again Anthony spheres_FEM.hipnc
  11. Soft spheres FEM in copy SOP

    Hi, I would like to recreate the exemple I posted below with the squeezed spheres. I duplicated spheres with a copy Sop but I can't figure out how to apply properly the Fem. I used the piece attribute but it's not working as I expect. Someone as an idea ? Thanks Charles spheres_FEM.hipnc
  12. I'm really interessted about this as well. I'm trying to use FiniteElement with copy sop or Particles, but I can't find the right set up. I really hop that someone will answer !
  13. Hi, I'm trying to create an effect where the fractured pieces of a geometry get transform into spheres, then collide with each others. I want the elements to be soft. Then I want them to fly away. I tried to use FEM fractured solid object, but I couln't set it properly. Should I use Organic Tissu in my For Each loop or looking for another solution ? Thanks fracture_to_spheres.hip
  14. Hi, SteveNi I don't know if it's the best solution but it work like that. vector pPos = attrib(1, "point", "P", 0); int maxpoints = 1; float dist = 0.2; int pnt_near[] = nearpoints(0, pPos,dist, maxpoints); printf("%s \n", pnt_near); Charles
  15. compare attributes in VEX

    Thanks heaps Moritz !!! I tried something similar, but couldn't find the proper syntax. Thanks again Charles
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