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gramx

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gramx last won the day on October 22 2014

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About gramx

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    gram

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  1. Breaking Ragdoll Constraints

    Got it working The names are correct on the point attributes I was only looking at the primitive attribute name. Thanks for the help!
  2. Breaking Ragdoll Constraints

    Hi, This method would have worked but the constraint primitive names are all the same with a numbered footer per character. This only lets me break all joints on a single character. Not sure if this is going tobe possible unless I can find a way of changing the name of the primitives before DOPs. cheers G
  3. Breaking Ragdoll Constraints

    Thanks Andrea, that's really useful I will try and set this up later. I will let you know how I get on
  4. Breaking Ragdoll Constraints

    Sorry, now I have this part working I have another question: I am using a primitivewrangle with the following VEX to delete the constraints, which now works. removeprim(0, @primnum, 1); But what I need to do is only delete a specific joint. I'm not sure if you can search through the primitives by name in VEX or if I need to create a group for these joints somewhere else. My scene consists of a ragdoll with a Hat and I am trying to delete the constraint to the hat only. At the moment I am deleting all constraints. Thanks for any help
  5. Breaking Ragdoll Constraints

    FIXED For some reason if I delete the constraints network and make my own then it works. cheers
  6. Breaking Ragdoll Constraints

    Here is a simple scene where the ragdolls should break apart but don't. test.zip
  7. Breaking Ragdoll Constraints

    Cheers, but I still get the same warning when I add the constraints at the end of the network.
  8. Breaking Ragdoll Constraints

    Hi, this was how the shelf tool sets up the nodes, just tried another one from scratch and it puts it in the same order. Here is the full network:
  9. Breaking Ragdoll Constraints

    Hi, Just finished the crowds course on cgcircuit, witch I think gives a really good introduction to setting up your own crowd characters. Hope part 2 comes out soon. https://www.cgcircuit.com/tutorial/crowds-for-feature-film-in-houdini Anyway I have been working on the sim now using Ragdolls and now partial Ragdolls. Here is a playblast: https://www.dropbox.com/s/othdgdraazwxyn3/PartialRagdol_Hats.mov?dl=0 For the next step I want to break the constraint to the hats so that they fall off. In the help it says you can do this in the following SOPsolver node modify_ragdoll_constraints. Now this node does not get created anymore by the shelf tool, I am using Houdini 16.5 I have tried creating a SOPsolver and connecting it to the third input of the Ragdoll Constraints but get the following warning: This data is attached to an unexpected parent data. The help continues by adding this line to a primitive wrangle if (f@torque > 50) removeprim(0, @primnum, /* andpoints */ 1); I have also tried adding this but nothing happens. Anyone know how to fix this? Thanks Graham
  10. Great that's working now. Cheers
  11. Hi, I'm having a bit of trouble setting up a central network location for OTls and HDAs. I have set HOUDINI_PATH = "D:/Houdini/HDAssets;&" in C:\Users\graham.collier\Documents\houdini16.5\houdini.env However I don't get any of the assets in Houdini. If I put them in C:\Users\graham.collier\Documents\houdini16.5\otls then they all work. I'm running Houdini under Windows, anyone know what I'm doing wrong?? thanks
  12. Yes, your right it works in 15.5 also. I will try it in the latest build of 16 and then report it as a bug. Thanks Graham
  13. Here is a small test of what I am simulating. I want to add extra fracturing to this but can't as it doesn't work when using target geo. fenceFEMtest.mov
  14. Hi, I am doing some more FEM testing and have found that if you are using a target object then you can't use solid fracture as well without pieces jumbling up. Anyone know a way of fixing this. I have attached an example scene, if you enable fracturing on the solid object then you will see what I mean. Thanks Graham FEM_break.hip
  15. Houdini to Unreal - Vertex Animation Textures

    oh yes, found it now GDC2017_VertexAnimationTextures\Source\vertex_animation_textures.hda Thanks
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