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Everything posted by gramx

  1. 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
  2. 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!
  3. 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
  4. 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
  5. 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
  6. Breaking Ragdoll Constraints

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

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

    Cheers, but I still get the same warning when I add the constraints at the end of the network.
  9. 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:
  10. Hi, I am trying to export a fluid sim from Houdini 16 using the new vertex animation textures node. I am having a few problems hooking up the material in Unreal. I have copied and pasted the Fluid UE4 code but have found that there are no notes on how to hook it up and get it working. Does anyone know how to do this? or is there a sample scene or tutorial on setting up the Unreal materials? I have attached hip and export files plus a screen grab from Unreal. Thanks Graham flip.hip flip_col.exr flip_mesh.fbx flip_norm.exr flip_pos.exr
  11. Great that's working now. Cheers
  12. 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
  13. 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
  14. 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
  15. 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
  16. Houdini to Unreal - Vertex Animation Textures

    oh yes, found it now GDC2017_VertexAnimationTextures\Source\vertex_animation_textures.hda Thanks
  17. Houdini to Unreal - Vertex Animation Textures

    Just tried this build Houdini FX 16.0.547 but still old HDA
  18. Houdini to Unreal - Vertex Animation Textures

    Hi Luiz, I have been looking at the hip files and it seems that you have a newer version of the Vertex Animation Textures Asset. I get an error saying incomplete asset definition. Are you able to send over the latest asset or will it be available in the next Daily Houdini build. I am running 16.0.542 Thanks Graham
  19. Houdini to Unreal - Vertex Animation Textures

    Thanks Luiz this was just what I needed to get going.
  20. Hi! I am exporting meshed FLIP simulations to Alembic Format for rendering in 3DS-Max and Vray. The file sizes are getting up to 50 gig for one cache. I can read this file on our server but when rendering on the farm the file sometimes becomes unstable and locks up access halting all rendering. Eventually it unlocks. My plan is now to export an alembic file per frame so there will only be one machine accessing a file at any one time. So my question is how can I export a sequence of alembic file from Houdini (export.001.abc, export.002.abc ...)? I have tried putting $F into the file name but this doesn't work, anyone got any ideas? Is it possible to change the filename with a Pre-Render Script? Thanks Graham
  21. Hi Has anyone tried exporting VDBs from H14 and then tried rendering then in 3DS-Max V-Ray? I am reading them with Phoenix, I have been doing this successfully with H13 but I cant get the same setup to work from H14. Its as if the vdb export has changed??? Thanks Graham
  22. FEM constraints H15

    Hi, I am working on some soft body destruction with FEM, and I wanted a way to constrain some of the geometry around the edges. Not had any luck so far is there a way to do this. cheers graham
  23. FEM constraints H15

    Thanks again this makes sense now. I will post up a few examples when I'm finished. cheers
  24. FEM constraints H15

    Thanks for your help, and the hip Your hip file contains a cloth setup rather than FEM soft body but I think it works the same. I have tried pintoanimation with a FEM object and it does work. hip attached. I am wondering how you could go about and pin one end to another object to create a floppy tail. cheers FEM_pin.hipnc
  25. PYRO on GPU OpenCL crash

    Hi I am doing some Pyro sims and have been using openCL mode which is way way faster! I currently have a Quadro K4000 and we are looking at buying a TitanX to test. I am having an issue where my graphics card keeps crashing whilst I am doing Pyro sims, small sims work fine. I am using H14.0.258 I also have the lastest NVidia drivers. Is anyone else having issues with openCL, its so fast I want to get it working! I also used GPU-Z to check video RAM it was using just over 1 gig when it crashed, Ieaveing 2 gig available. Thanks Graham