Jump to content
rich_lord

Learning DOPS, motors, constraints etc

Recommended Posts

I was experimenting with ways to add the spring asset I made post sim. It was a little tricky to extract the spring constraints and replace them, but I cracked it eventually. I also did a very un-houdini-like test where I just copied the spring asset a bunch of times and attached it to an old bit of geo I had lying around.

Sorry about the colors on this one. I don't really give it much thought before I hit the render button and go to bed.

I posted the hips here. As always, most have ROPs that will need to be re-rendered to see anything. I also locked the geo into the scenes, so they are heavier than usual.

 

  • Like 8

Share this post


Link to post
Share on other sites

I don't know if this is useful to anyone else, but I often find that I need some simple shapes to run experiments on, but I never bother to apply consistent uv's. So I started a hip file which has some common shapes in it already uv'd.

They all retain a uv size where 1m equals 0-1 in uv space. You can easily then scale the uvs after if you want a different rez. 

There's also one in there that just takes a faceted model and splats consistent uvs on each facet.

Theres loads more I want to add, but I thought I'd just make a handful and see how useful I found them.

Heres where you can get the hip - http://richardlord.tumblr.com/post/172592883216/shape-library-i-needed-a-bunch-of-shapes-that-were

2018_04_04_Shape_Library.thumb.jpg.245d4ef8299c66d58849fecc71b7eaa1.jpg

Edited by rich_lord
  • Like 1
  • Thanks 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×