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Found 6 results

  1. orientation not matching

    Hi guys. I have a simple sim with a tube which I steal the points from and want to instance another model onto those points. for some reason the orientation is not lining up. What am I overlooking here? shot_Coinery-Coinery_mod_Modeling_v0008_nocomment_jra_.hiplc
  2. Hi guys, I'm currently using the Bound node as part of modelling project and am looking to store the Y rotation created by the "Oriented Bounding Box" option. Is there a way to store these values or can you create the same rotation a different way after creating the bounding box? Any advice would be greatly appreciated! Cheers! -Henry
  3. Hi everyone! Let's say that I have some smoke shooting in one direction. I would like to have the orientation of the simulation container aligned to that direction to try reducing the number of unused voxels. To do that, I'm using a Point Position DOP and all is fine until I try to source my volumes. In the SOP context, the velocity definitely goes into the direction that I want but, when imported into DOP, it looks like it's being interpretend as being in a space local to the one defined by the Point Position DOP. In other words, it doesn't go anymore in the direction that I'd like to. I fixed that by doing an inverse rotation on the source volumes before they're being imported in DOP but it looks a bit hacky. Is there a better way? See attached scene. Cheers! reorient-simulation-container.hiplc
  4. POP Flock Orientation issue

    Hello node friends! I'm diving in flocks.. I can't find any source of material to learn this besides a super old tutorial from cmiVFX. I was looking to create a bird flock, so far so good. Scatter a bunch of points, create a curl vel force and add a pop flock. The struggle I'm having has to do with point orientation, I can't seem to orientate the particles according to the direction they are facing, and since this is a simple bird animation, I can't find a way to make them behave properly. Does anyone know a good workflow for this? Pops or crowds? Have a good one!
  5. Hi guys, I found 2 ways to export points in maya using RF plugin and otl. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=141806 Maya reads particles, but I can't force them to rotate. I Created rotationPP attribute in maya and assigned different vectors, for example: particleShape1.rotationPP = particleShape1.rfNormalVector but each of them doesn't look like if I use copy sop in houdini. any Ideas?
  6. Copy SOP and Rotations

    Hi everyone. I'm hoping one of you clever people will be able to help me with this little problem I'm having. When copy-stamping objects onto some animated points, the copied objects are transformed along with the points, but they do not fully respect the rotations. I have a feeling the solution will require a vopsop, with some kind of vector math to get Y normal rotations, but my knowledge of vector math is very limited and I'm struggling to find an elegant solution. I've created a simple scene to demonstrate the issue. You'll see that the teapots do not rotate along with the grid that they are copied onto. Any help would be much appreciated! rotNotWorking.hip
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