Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


yglemarec last won the day on April 22

yglemarec had the most liked content!

Community Reputation

95 Excellent

About yglemarec

  • Rank

Personal Information

  • Name
    Yohann Glémarec
  • Location

Recent Profile Visitors

973 profile views
  1. add spring to a lookat constraint

    Hello, i have not investigated your method to see what's wrong, but i can share an other approach: 1- create a null and apply a Lag constraint. your target should be the animated object1. 2- apply a lookat constraint to your object2 and choose to follow the null object. ++
  2. WIP - ok++'s softbodies RnD + .hip files

    Hello, most of the .hip from my video #7 are here. enjoy note : thank you particuleskull, your hip (from november in this thread) helps me a lot for my grain rnd ! elephant grain.hiplc grain for each voronoi pieces-v3.hiplc grain-tree.hiplc paint brush-v2+.hiplc sticky projection.hiplc
  3. WIP - ok++'s softbodies RnD + .hip files

    - ok Martin i will share my latest files before the end of the week. - de rien Stéphane, j'espère que tu m'aideras quand j'apprendrai les fluides
  4. WIP - ok++'s softbodies RnD + .hip files

    Hello Mathieu, i have not stored my first files from video 1 and 2, because at the begining, i didn't imagine people need my files . i send you a new hip. it looks like the old one if i remember well enjoy, 124-iron from video2.hiplc note : i follow a "Mathieu G" on vimeo since yesterday... are you this guy ?
  5. cheap&fast sims following animation?

    hello, in your wire object, try to play with target geometry to get t he result you want ++
  6. Finite Element Method - Tets Catching on Geometry

    Hello, i have experienced something by testing the cucumber in an "extreme" environment. it's seems to reduce most of my issues . maybe be the new .hip could help you for your project : i put a sopsolver in the dop , to modify the velocity of the particules who are too far from the others. it's like an impulse force to help them to find their way note : particules from skeleton group go outside but it's not really problem after the pointdeform sop ++ cuncumber_Grain-v2.hiplc
  7. Octupus modeling - cloth part

    octopus-v3.hiplc my last attempt of the day it should work , no matter the topology of your leg... and i put parameters on screen for easy control ++ ++
  8. Octupus modeling - cloth part

    yep, a problem of points selection group when we change the mesh topology i guess. i fixed some issue. you can change the numbers of legs, the row & column precision of legs. the only restriction is for columns : you have to choose an even number because of the group1 node still not perfect but maybe this new hip will be more usefull octopus-v2.hiplc
  9. Octupus modeling - cloth part

    not sure this is what you want to achieve, but here is my atempt to help you octopus.hiplc
  10. moving

    you're right !!! there are 2 points at this position. use a fuse node after your resample1 node.
  11. moving

    oh sorry for my missunderstanding , i need to rise up my english level for the futur hope this file will help you ... even if fencer/noobini have ever done the job : just pushing further my "sort way mistake" to achieve same result with differents nodes ++ moveit-sort way.hiplc
  12. WIP - ok++'s softbodies RnD + .hip files

    hello, here an hip + stick notes to show differents ways to drive a cloth sim. facebook-windsail.hiplc
  13. moving

    you can use a sort node with "shift" parameter + this code in the offset : ($F-1)%npoints(0)
  14. WIP - ok++'s softbodies RnD + .hip files

    thank you guys , i'm allways surprised and pleased to receive such comments ++
  15. Finite Element Method - Tets Catching on Geometry

    Hello, you can use a grain solver instead of the FEM solver. i'm attaching an .Hip file to show you and a video test. if you don't know how grain solver works in the hip, you can watch this video from sidefx (minute 43): to summerize, you define a "backbone" group of points in your sop + you create a popwrangle in your dop to animate your "backbone". have a good weekend PenetrationTest_Grain (1).hiplc cocomber.mov