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rich_lord

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About rich_lord

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  • Website URL http://richardlord.tumblr.com/

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  • Name Richard
  • Location Seattle
  1. Yes its working in H15. I'm not sure that I should share the file though as its partially built from a paid tutorial. I did a simpler version here though, one which doesn't use solvers. Because of that it updates realtime as you drag the bug around. It looks closer to the one you originally posted. It's less elegant than the solver based one, but it works not too bad. If you move the purple transform node - MOVE CREATURE, everything should update reasonably well. Adjust the values in the red node -CTRL, to get different leg lengths, strides, etc. 17_02_05_simple_walk_without_solver.hip
  2. Ohhh, I see. Ok, here is your answer. Its done with some vector math. If you subtract two position vectors from each other, you get a direction pointing from one to the other. Then you normalise that vector to get them all be of length 1. Here it is done with VEX and VOPS. normals_point_away_from_point.hiplc
  3. Heres a simple way. Create a point with an add sop Add a normal to that (I've used a point wrangle) Use either VEX or VOPS to copy that normal onto all the points of you original geo. In this file is both the VEX and the VOPS way. copy_normal_from_point.hiplc
  4. This old digital tutors tutorial covers this. Its really in depth and amazing. At least for this kinds of motion in your example, it could be applied to that. http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini I made this with it:
  5. I couldn't get glue to work either, but hard constraints seemed to work really well. In this file I use glue to stick together the fractured geometry, but use hard constraints to attach just the far right and left pieces to the animated geo. rbd_stick_to_moving_things.hip
  6. Thanks Activate! Totally understand about the hip. In some ways, i'll learn more by doing it myself anyway. Thanks for the code, and congrats on the result!
  7. Aha!!! You can just put object ids into the dopfield expression. (But you need to use dopfields to return a string). `dopfields("/obj/sphere_object1/dopnet1", 1, "", "Options", 0, "name")`
  8. I'm trying to get the DOP object name of an RBD Object from it object id. Is there a simple way to grab this info? I couldnt find an expression for it. Thanks for any help! There must be an easy way to convert this info.
  9. Amazing! I tried to implement this recently too, and didn't get anywhere near these results. I guess i'll be the cheeky one ask if you could share a hip file, or maybe an explanation of the steps you took to get it working.
  10. I havent seen much work on this in Houdini. Making procedural robots has always been a goal of mine, but I keep hitting walls when I find time to play around with it. Please post any results you get as I'm very interested!
  11. YAY! I stopped being scared and dived inside the RBD Angular Spring Constraint node and worked out how to alter it so that rotations can be keyed. This means animated servo's seem possible with this setup(Though I'm not sure if this is the best method still) When I dove inside, I noticed that there was an extra parameter not exposed. Rotation. I set that to evaluate always, and created a new parameter on the top level node. Worked a treat. Now you can key rotation and it should work as expected. Now, how to get it with procedural constraints and packed geo....... rl_servo_04.hip
  12. I've wanted to get arvos working well for a really long time. Each time I have a go, I eventually hit a wall. Here's a simple setup that comes close to working, hopefully someone else can take it from there. Each arm has a hinge constraint to restrict the orientation axis and pin it to the previous piece. Each arm also has an RBD Angular Spring Constraint to allow you to set the orientation. On this node you can set a Goal Rotation in world space that should allow you to angle it how you want. Works great!..... well almost. The RBD Angular Constraint does not allow you to key Goal Rotation. It just uses whatever it finds first and then ignores the rest. So no animation of the servo Weirdly, if you don't set a goal object, then it does allow you to key it, but very quickly there is fighting between all the objects as all the rotations all want to align to world space. I've tried a million things, and never been able to solve this satisfactorily. Maybe its time to bug it. rl_servo_03.hip
  13. Theres also the chops method using the trigger chop. I made a post about this over here. Its very controllable, but difficult to understand and implement
  14. This is much easier if you use RBD Packed objects. Then, each RBD object is represented by one point, and manipulating it in a SOP Solver as one object is easy.
  15. superformula 3d

    I would like to see this too! I had a crack at it, but I'm really bad at maths, and I'm not confident I've done it correctly. Anyway - theres a hip here on my tumblr http://richardlord.tumblr.com/post/143907924956/hurray-i-got-the-3d-version-to-work-im-not