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r-a-n-d-o-m

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About r-a-n-d-o-m

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    Peon

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  • Name
    Yves Pauwels
  • Location
    Belgium
  1. Wire Solver: How to give each wire a different elasticity value?

    Yes, this is true, but these values are given to each point on the wire. So one wire will have different values on each point. So not the whole wire is given 1 value. I also changed it to a primitive attribute so that the whole wire (primitive) has one value, but I don't see a result in the sim. It looks like the wire sim is using one value on all of the wires.
  2. Wire Solver: How to give each wire a different elasticity value?

    Hi, thanks for the reply. I have tried this approach, but this assigns this value to ALL of the wires. I want to give each wire an individual value.
  3. Hello, I've been playing with the wire solver and have this basic setup: A couple of wires on a grid falling down on the ground. What I would like to do is give every wire a different elasticity. Now the elasticity is set for the whole wire object and everything that is inside it. How can you address each individual wire and give it a random elasticity value? Thanks in advance. WireSolver_01_BasicSetup_01.hipnc
  4. Thanks for the reply. This could be a nice feature for the next Houdini update. Also for instructors this is useful, so students can quickly see what has been changed.
  5. Hi, I noticed that when you change a parameter it becomes bold, so that it stands out from the default values. I was wondering if it is possible to also change the color of those parameters? So to quicker see what parameters you have changed. regards Yves
  6. Hi, I have a question about APPLY RELATIONSHIP. When I use it with PIN constraint it works but I want to use HINGE in stead (to avoid that the spheres start to rotate), but APPLY RELATIONSHIP doesn't accept it (warning:wrong type), why is this? What is the workaround then? Any tips?
  7. Cone Twist Rest Length issue

    Found the solution: you need to scale the connections to 0 after the connect adjacent pieces SOP. I did this with a Primitive SOP.
  8. Hello odforcers, I have a simple cone twist setup: a series of planks next to each other, with some spacing in between. The spacing is the issue. When I sim this, the cone twist pulls the planks together first, ignoring the spacing. This is not what I want ! Although I have activated rest length in the connect adjacent pieces SOP, the cone twist seems to ignore this. Is there a way to keep the spacing? https://www.dropbox.com/s/bvs573bdgxh9a1i/ConeTwist_01.hipnc?dl=0
  9. Yes! It's the second one I was after. So, in conclusion: Box 1 has a pin constraint (constraint type "position" only) Between Box 1 and 2: Instead of using a Pin constraint with constraint type "rotation" (H13), we now (H16) have to use a ConeTwist Constraint (constraint type "all") to get the same effect. Thank you Matt!! (and keep up the good work you are doing on Tokeru.com!)
  10. The 2 boxes used to stick together with a rotation constraint only and the second box didn't fall down.
  11. hmm... I don't know where to apply this. The 2 boxes should be constrained to one another, do I need world constraints for that?
  12. Hi, This Hard Constraint (type: position and rotation) works perfectly fine in Houdini 13, but not in Houdini 16. The rotation falls apart and I have tried anything to get this to work, but without luck. It's a simple setup: a constraint between two boxes. https://www.dropbox.com/s/egytkvu5lg2q1mb/QA_HardConstraint_Rotation_Breaks.hipnc?dl=0
  13. @numpt vs npoints (VEX vs Hscript)

    @davpe and @noobini : thanks!
  14. @numpt vs npoints (VEX vs Hscript)

    I understand the complexity of it all, I read that Hscript is there only for compatibility reason, that is why I want to do as much as possible with Vex script, hence the example above to illustrate that in some places it doesn't work (like accessing @numpt for instance). If I use the Group by Expression node, where there is a field called VEX expressions and type the following: @ptnum < 5 That works @numpt-2 That doesn't work...confusing to me
  15. @numpt vs npoints (VEX vs Hscript)

    Thanks for summarizing this clearly. This is explains why Houdini has the reputation of being difficult to learn. The use of all these different types of syntaxes is pretty daunting. Why not stick to one? (all Vex or all Phyton) This reminds me of Flash, where one could mix ActionScript 1.0, 2.0 and 3.0 all in the same file. This resulted in bad coding, unoptimized websites, draining Iphone batteries and gone was Flash. Adobe should have had the balls to dump 1.0 and 2.0 entirely with each new update. Maybe making old users angry, but then it was clear what you needed to use. I know it is not easy (backwards compatibility and such) but I believe a software company should be taken this into account because it confuses new users. That is why I want to clarify this for myself, I don't want to write bad code :-) And there is not much good reference of best practice H16 examples (yet) on that topic. Or I haven't found them yet. thanks again! PS back to my example: You lay down a LINE SOP and connect a GROUP SOP to it, in the Base Group you can type in 0 `npoints(0)-1` to get the first and last point. The follwing line does the same but all with the @ notation @ptnum = 0 @ptnum = `chs("../line3/points")-1` (channel reference to the number of points on the line, since @numpt doesn't work) So what will sideFX favour? PS2 the space issue is also something SideFX should fix
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