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rayman

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rayman last won the day on July 13 2023

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    Pavel Pehlivanov
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    Sofia, Bulgaria

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  1. pointdeform has built-in piece attribute, that you can use to embed each piece individually. This will create new problem on itself, as it will cause little cracks in the beginning, which you can fix by blending between the two methods. vellum_ballon_pop_fix.hiplc
  2. Sometimes Support is a bit tricky to be convinced that something is a bug. In this case you are both wrong - this has nothing to do with the constraints - in fact if you remove the constraints from the emission you'll still see the same problem. At the same time it cannot be considered as a bug, as the object is not set up correctly. Vellum sometimes need specific attributes to behave like expected. So the solution here is to add mass attribute and you are good to go. Just change Mass from "Unchanged" to "Set Uniform" for example and it should work.
  3. Hey Olivier, you can create custom id attribute per every instance point, transfer it to the geometry and then use it to pull the pscale data directly per-point/per-constraint using geometry wrangle, to update the thichkness/restlength. Maybe there is a more elegant solution, but it is easy to just bruteforce it like that (: vellumPscale_fix.hipnc
  4. Check this CROWDS_random_heading.hipnc
  5. Maybe a problem with your build - I just tested it and it was working fine. Houdini 18.0.287
  6. It works, you just have to solve it in order to see the result.
  7. here you go (i'm sorry for the off topic):
  8. Such a great release! It is an honor to find out that a little piece of code I wrote a few years ago is now a part of Houdini (: I stole it from this guy and just converted it to vex, so all credit goes to him : https://forums.cgsociety.org/t/slerp-function/1406236/4
  9. An option to turn off weight normalization when painting capture weights using Capture Layer Paint, so we can use smooth and reduce paint modes without the need to fix the unwanted weights produced by it. Post normalization is fine. Interactive one feels like maya in 1999 when it modifies all bone weights when trying to paint only one of them - it is even worse as there is no user friendly bone weights lock.
  10. They are not. You are comparing 2 completely different things - in one case constraints are starting to break - which means more free pieces to collide with = more impacts. Try the same experiment without breaking a single constraint - for example 20e5 vs 20e9. Do u see any difference?
  11. You can also try Extract Transform - it can convert the geometry transforms to point representation.
  12. Check this: sample_03_simple.hipnc First of all - before making a rbd sim make sure that all of your objects have proper names. I know you don't use constraints, but lets keep it consistent! No need for a sop solver, use Geometry wrangle - much faster and cleaner. Also it is a good practice to update the velocity when moving the position. Oh, and make the caps regular Static Object - you are gonna manipulate them manually inside the DOPS.
  13. You have to do it manually. Plug the constraints into attribute wrangle and simulated pieces into the second input. Then use this expression: int pt = findattribval(1,"point","name",s@name); if(pt>=0)v@P = point(1,"P",pt);
  14. Why would they? Sop solvers are just wrapped dops. Removing them means that they have to rewrite the whole fx context inside sops for the purpose of not having dops or just removing the access to them which equals hcore. Both approaches are very counter intuitive - every TD wants to have access to the solver and the ability to modify it.
  15. This one already exists - it is called Houdini CORE.
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