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Found 7 results

  1. Hi, this formula is about offsetting animation of several objects (or points, etc.) over a period of time, in such a way that the interval of time for each object is related to number of objects and the desired period of time. Let's say you have 10 objects, and you want to animate all of them over 3 seconds, with some time offset for each object. With this formula you can change the number of objects, adjust the amount of offset or adjust the period of time, and each object will automatically adjust its start and end time, so all object animation will fit within the specified period of time. I came up with this formula when I was working on AfterEffects. I was always looking for a procedural way to offset animation of several layers. this is the formula: n = numLayers - .. offset 0 --> 1 progress 0 --> 100 Start: 100 * (index - 1) * offset / n End: 100 - (100 * (n - index) * offset) / n ease(progress, start, end, 0, 100) Recently, I started learning Houdini and VEX. I was curious to see the application of this formula inside Houdini. then I found this thread: http://forums.odforce.net/topic/24056-learning-vex-via-animated-gifs-bees-bombs/ in the example of Twisting Box, matt uses "smooth" function. this is what I was looking for: smooth() function in Houdini is the equivalent to ease() function in AfterEffects. The attached hip file contains 2 applications of the formula, one based on the number of objects to be stamped (using @ptnum); the second based on the position of points (@P.z) offsetAnimation.hipnc
  2. If someone would help me with this I would greatly appreciate it: 1. I have a SOP with animation on it. 2. It is instanced via the point instance technique Question: How would I offset and randomize the animation timing on each instance? Copy sop is too memory intensive and the geometry is heavy as it is.
  3. Hi everyone, I'm trying to figure out a way I can offset a keyframe by a channel value. For example, I want to animate the uniform scale on a sphere but I want to be able to control the start frame of the animation by a channel value. I'm sure there is a way you could do this in CHOPS, but I'm not very comfortable using CHOPS, and thought there must be a simpler way of doing this! Thanks in advance
  4. Hey guys, I'm trying to replicate some UI stuff in houdini as a way to practice and learn. Here's what I got so far And here are some samples of what I'm trying to get My main question is how to offset the lines of the copy so they don't start all at the same position, I tried an attribute vop and connected the position to a random but doesn't work, I also tried the carve node and a attribute vop for the velocity but also isn't working. Lastly on the samples there are some lines that are more contrasted to others, I get a similar look with an attribute random with "alpha", but that changes the alpha of the overall circle instead of just some cut lines as the samples. As for different directons of noises, I played with noises in attribute vop and directed them by a float to vector and then a vector to float to chose if they act in x y or z, is this a good way to do this? Attached is my hip file Thanks in advice houdini ui2.hipnc
  5. Hi All, I am taking small steps at rebuilding and improving upon some of the functionality of ESRI CityEngine within Houdini. One of the most important functions is the ability to apply 'planning setbacks' to property boundaries (see image below). From a modeling point of view this requires the ability to offset the poly from selective edges only and a way of keeping track of what each edge of the poly represents, i.e.: is the edge a street, side or rear frontage? I have been able to work out a method off applying the selective edge offsets using VEX (see attached ZIP that includes HIP and BGEO) but am struggling to find the best method of defining the edge types in a procedural way. Given this problem does anyone have suggestions for the following: Is there a way of being able to track poly edge groups in the event of the point numbers changing (points being added or removed)? Is there a way / work around to be able to procedurally defining edge groups? One of the areas most of this work is pushing me towards is the application of poly straight skeletons which is a bit daunting at the moment! I have found a really good thesis on poly skeletons here though: http://theses.gla.ac.uk/4975/ Thanks for any help you can provide! Cheers! Lot_Setbacks_Problem.zip
  6. Hello all, I'm rather new to Houdini and this has left me scratching my head. My goal is to have a bunch of spheres moving up and down, as if they were bobbing on water. I've created a field of spheres by scattering some points onto a grid and then linking a sphere into a Copy Sop. I then stamped a variable called "bobbing" with this expression: rand($PT)*sin($F*10)/3. This makes some of my spheres move more than the others. My issue is that I can't manage to stop them from all starting this motion together and the sine curve kicks in for every one at the same time giving me the effect of a sound speaker playing. How do I get them to retain their current up-down animation while offsetting the start time? I've tried a ForEach SOP and also a Timeshift SOP but none of them worked and I'm stumped. I'd be grateful if you could offer any suggestions. I've attached the .hip file. bouncingBalls.hipnc
  7. I can't find the reason why my instanced boxes are offseted from the particle position .... Can anyone help? Thanks in advance! Offseted Instances 1.hipnc