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cdenny

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About cdenny

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  • Name
    Chris Denny
  • Location
    Minneapolis
  1. Blending between RBD and initial state

    This works fantastically! Thanks for your work MOPS, hopefully I can contribute to it in the future.
  2. I was playing with the new MOPS nodes and ran into some issues. I don't have much experience getting down and dirty with constraints or combining different solvers but got 85% there. I was able to create a constraint network using the MOPS-created points so it was essentially motion graphics with collisions. Once the animation was finished I tried use primitive intrinsics to get the position and rotation back to the initial state. Didn't work, it does some weird scaling thing before going to the correct position. What's the best way to go about this? I'd assume using some sort of blend solver? I looked into the copy solver but this being packed primitives didn't affect it. I've attached a simply mock up of what I'm trying to do, just need to stop end movement and rotation somehow. Thanks! It's 2am so I'm giving up. AttracttoPoints_01b.hiplc
  3. RDB driven by POP network

    Thanks! Integrated this into my setup last night, it appears the main driver for this to work is the popattract node? I had an issue with the inside and outside pieces not being treated as a whole piece, but unchecking Create Name Attribute fixed it; this appeared to be caused by a remesh node that affected the inside faces immediately after the voronoi. Thanks!
  4. RDB driven by POP network

    Hello! Firstly, I'm very new to Houdini (coming from Maya), so I apologize if this has been posted before; when looking for a solution I may have just not searched the correct terms. At 49:00 in the below video, Jeff Wagner demonstrates an RBD solver that is 'driven' or on some level involves a POP network. I want to achieve a similar effect. I currently have a shattered object (using another tutorial to create jagged voronoi). Additionally, I'd like to scatter points along the inside point group (from shatter) to create wires, Entagma recently released a tutorial that I can probably use. Getting curves that are affected by gravity would be a perk, but it might be beyond ability trying to make them dynamic constraints to the shattered pieces, etc. If I don't do this however, I might have an issue with them clipping into the geo. Thoughts on how to make them collide-able at least would be appreciated. Would love anything to point me in the right direction. Thanks!
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