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ekubik

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    Elaine
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  1. OK yes... that's the idea I'm looking for.... translating the position and velocity after each solve if it isn't being affected by the simulation yet. Thank you! So if I want to modify the behavior of when the fluid is/isn't being affected... i would want to do that in the state test vex?
  2. OK I think I'm getting some ideas here! My problem is that I'm still using Maya-brain when trying to figure this out, and I'm starting to conceptually understand what I need to do... but it's still tricky getting everything set up for me. I'm looking at the file now and trying some things out. And I get the idea with the melt mask, very interesting... only my biggest thing right now is still just dealing with the dragon animation being carried over to the next frame of the flip fluid sim.
  3. Thanks for the tip! I've actually seen that one, and it's helpful but I believe it simply covers using a static object :/
  4. Hi everyone, I'm coming from using Maya and RealFlow for effects more predominantly but am trying to work in Houdini 13 right now, and could use some advice/guidance. I have an animated dragon in Maya that I'm taking into Houdini for the end result basically having the dragon melting. I brought the animation into Houdini as an alembic cache, and in Houdini saved it out as a .bgeo sequence. I'd like to use the dragon geo as a source for a flip fluid, but am not sure how to get the animation onto each frame, and if .bgeo sequence will even be usable with this situation. Sorry if I'm missing something obvious, as I'm still getting adjusted to Houdini. Any advice to ultimately get to the end goal of animated dragon geo that i can manipulate in a fluid-like manor would be greatly appreciated. Thanks guys!!
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