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gramx

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gramx last won the day on October 22 2014

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    gram

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  1. Thanks for sharing this, looks great! Super fast details
  2. Thanks for going to the trouble of making a tutorial, it's really useful
  3. Thanks for the replies, good to know that it can be hooked in to the regular upres solver. I will give it a go.
  4. Hi, Loving the speed of the new sparse solver in Houdini 18. I have a job where I have a medium res simulation and I need to upres it for final render without the motion changing to much. I would usually use the Up-Res shelf tool to set this up, but have found it doesn't accept the sparse solver as a source. Is it possible to manually set these up, has anyone tried it? Thanks Graham
  5. gramx

    Worms

    Hi, I'm trying to recreate this very cool tyflow setup in Houdini. In the description he explain's how he is using dynamic PhysX rigidbodies and using attraction forces to move them, looks really cool. I've had a go with some success using the crowd system in Houdini with RBDs and a pop attract. Hip files here worms_03_GC.hip worms_05_GC.hip worms03.avi worms05.avi The idea works but I can't get a nice behaviour using the pop attract, has anyone got any ideas what might work better with the particle forces? Thanks worms_05_GC.hip
  6. gramx

    Crowds in Skirts

    I don't think it will work in a loop either. Thanks for the hip. I have been able to get 10 agents to sim all in one go but it gets very slow, looking at using grains now for the cloth. cheers
  7. gramx

    Crowds in Skirts

    I've had another attempt but running into problems when bringing the crowd animation into a for each loop, I seem to loose the animation. I have attached a scene file. crowdsinskirts02.hip
  8. gramx

    Crowds in Skirts

    Great video ,thanks. I want to the same by setting up a post sim on the crowds to deform the cloth meshes. Not got very far yet
  9. gramx

    Crowds in Skirts

    Hi, I am setting up a crowd sim and some of the agents have long skirts that will need a post cloth sim. I can't find any info on how to set this up with crowds, anyone got any tips. Thanks added a simple hip of the crowd with skirts. G corwdsinskirts01.hip
  10. Got it working The names are correct on the point attributes I was only looking at the primitive attribute name. Thanks for the help!
  11. Hi, This method would have worked but the constraint primitive names are all the same with a numbered footer per character. This only lets me break all joints on a single character. Not sure if this is going tobe possible unless I can find a way of changing the name of the primitives before DOPs. cheers G
  12. Thanks Andrea, that's really useful I will try and set this up later. I will let you know how I get on
  13. Sorry, now I have this part working I have another question: I am using a primitivewrangle with the following VEX to delete the constraints, which now works. removeprim(0, @primnum, 1); But what I need to do is only delete a specific joint. I'm not sure if you can search through the primitives by name in VEX or if I need to create a group for these joints somewhere else. My scene consists of a ragdoll with a Hat and I am trying to delete the constraint to the hat only. At the moment I am deleting all constraints. Thanks for any help
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