# Search the Community

Showing results for tags 'align'.

• ### Search By Tags

Type tags separated by commas.

### Forums

• General
• Lounge/General chat
• Education
• Jobs
• Houdini
• General Houdini Questions
• Effects
• Modeling
• Animation & Rigging
• Lighting & Rendering
• Compositing
• Games
• Tools (HDA's etc.)
• Coders Corner
• HDK : Houdini Development Kit
• Scripting
• Art and Challenges
• Finished Work
• Work in Progress
• VFX Challenge
• Effects Challenge Archive
• Systems and Other Applications
• Other 3d Packages
• Operating Systems
• Hardware
• Pipeline
• od|force
• Feedback, Suggestions, Bugs

• 0 Replies

• 0 Views

Found 9 results

1. ## (Novice) Align a selection to point

Very simple operation required: I need to align all points to the vertical axis occupied by a single point. (align points to the vertical axis of the point highlighted) There has to be a simple method for this. Thanks in advance
2. ## Using Align to calculate angle*axis between two vectors

Hi, i am trying to calculate angle and axis between two vectors, using the Align VOP.. I has an option to export 'Angle Axis' - its help card says: "This operator computes a matrix representing the rotation around the axes normal to two vectors (their cross product), by the angle which is between the two vectors. The resulting matrix maps the first vector onto the second. If both vectors have the same direction, the result will be an identity matrix. If the vectors are opposed, the rotation is undefined. This can also output a quaternion representation of the transformation rather than matrix." What does it mean? In the attached scene, i have an open circle which have some normals. Next i am trying to calculate the angle/axis between the normal an up vector, but the angles i get from the Align doesn't make any sense. Cheer -k angle.hipnc
3. ## normal Normal Alignment Using a Target Curve

I am trying to mimic a rail spline like you would use in Cinema4D. Essentially I would like each point normal to look at the point with the same index on another curve. From what I've found on getting a direction from two vectors is to simply subtract B from A. However, this does not seem to be the case. (See attached file) Is there more to it than simply subtraction? Align_Normal.hip
4. ## Frame of Reference _ Matrix

Hi EVERYONE : Maybe this tutorial is not very short, watch it completely, i am sure that you find new stuff about matrix and you will learn new technique .Hope you find it useful !!! Hossam Aldin Alaliwi more training here : www.hossamfx.org
5. ## Align 2 polygons

Hey guys! Does anyone knows how could I align 2 polygons and then somehow access those angle values so I could reference it on another transform node. because using just align node, I can`t any attributes form it. I added some screen shots so you get what I`m doing. Basically I have 2 characters. One in rest position and other one animated. The animated one changes through out the shots. So i deleted out 1 polygon from each of them and by comparing them I could transform rest position to match first frame of animation. with position it`s no problem I just use centroid expression, but I`m stuck with rotation. I thought this one approach worked with attribute wrangle: vector n1 = prim_normal(0, 0, 0.5, 0.5); vector n2 = prim_normal(1, 0, 0.5, 0.5); matrix3 rot_matrix = dihedral(n1, n2); @P *= rot_matrix; vector rotate = cracktransform(0,0,1,@P,rot_matrix); v@out = rotate; Where I compare normals, But I discovered that if angle difference is quite big it does not work. Basically I would like to do what align node does, but through vex or vops, so I could get some usable attributes out. Thank you
6. ## Help with flocking based on particle color

Hey everyone, I originally started this thread on the sidefx forums here, but I'm still stuck on how to proceed with this effect. My initial goal is to get particles flocking by color. Once I have that figured out, I need the particles to also flock around a goal geometry so they can take its shape. In the end I'd like to have blobs of colored particles oozing/crawling around the geometry's surface. I've done some research on flocking concepts, so I know that I need to create alignment, repulsion, and attraction forces to manipulate the particles, I'm just stumped on how to execute the concepts in Houdini. I have the cmivfx tutorial on flocking, but it looks like some of the SOPs have changed with the years... preventing me from finishing the tutorial In my previous thread I was introduced to the pop steer nodes, but they're lacking sufficient documentation/example scenes so I'm having trouble getting started with them. I think using those nodes with VEX would be the best way to do this, but I'm open to anything to get me started! Thanks! Mike color_and_shape_flocking.hiplc
7. ## Orient primitives along curve without CopySop

Hello, I have seen some really helpful examples of how to orient primitives along a curve with the CopySop but unfortunately in my setup I won't be able to use the CopySop (example scene is a quick mock up). How would you orient the individual layers along the guide curve? I have the tangent's from the guide curve and have tried to align the layers to this, but with now luck. I would really appreciate some ideas on this. Thanks orient_along_curve_101.hip
8. ## Pop align to ground when hit

Hey all, I'm playing with Pop to create a confettis setup. I had some difficulty to figure out how to make particles align to the collider object when they hit. I did some test with a vop pop and playing with orient attribute but I had problem mixing 2 orientation together, the vop node is still there but inactive. I've linked a scene so if someone can have a look, that could be nice. Thanks Doum Confettis_falling.hipnc
9. ## Align instances to edge flow problem

Hi guys! I want to align instances (scaled boxes in this exaple) in a way that they follow the orientation of the edges of the template geometry. I have defined the "rot" and "orient" point parameters needed by the copy sop but something goes wrong with edgeflow vectors that I get from the Polyframe node (pic1). And this causes the irregularity you see at pics 2 and 3. Is there way to fix this somehow? Or maybe an alternative way to obtain the edgeflow vectors? Thanks! Instances Aligned to edge flow 2.hipnc
×
• Donations