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GeorgeZ

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About GeorgeZ

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    George
  1. Hi Everyone, I hope you can help me with this because I'm really interested in how to fix this. In short, I would like to know how to stop the bones from twisting 180 degrees when their goal null is pushed beyond their base's coordinate. The attached scene is using an off the shelf "IK with constrains" rig with only two bones. "Bone 1" I only want to be able to rotate on the x axis (y and z angle ranges are set to zero) and on x only in a -20 and +20 degree range, so I've set all these. But when I push the goal null on the Z axis past the coordinate of the base of bone 1 (so grab the goal null and drag it past -5 on the Z axis) you will see that it is twisting 180 degrees and now facing the other (wrong) way and going on. So the angle range limit is working but I want to be able to make sure that the bones can not twist and go the wrong direction when pushed beyond the limits, they should only be able to move within their angle ranges and nothing beyond that. Any help or suggestion is greatly appreciated. IKproblem.hip
  2. Hi Everyone, I have bumped into a problem, which I can't seem to figure out unfortunately. Basically I like to render things by splitting up the elements of a scene to be rendered by different Mantra nodes with different settings on them. I simply connect up two mantra nodes, and click render on the bottom render node so that these nodes are set in the render control to render in a "frame by frame" order, which triggers the top render node render frame one, then the bottom one render frame one, then the top one render frame two then the bottom one to render frame two, etc. I attach a file with a very simple test scene so you can see what I want to achieve. daisyChained_basicSetup.hip If You click render on the bottom render node, it will create the frames "frame by frame" switching node instead of rendering all frames of the top node then all frames of the bottom one. When I try to recreate the same type of "frame by frame" chained rendering in the command line, It does it "node by node", which means it does all frames of the top node then all frames of the bottom one, although the file is the same. I tried hbatch and launching the bottom rendere, and tried also using hscript, navigating to my bottom render node and using -c execute to "click" on the render button of the bottom render node from the command line, but unfortunately both gave me the same result with rendering one node fully and I ran out of ideas. Other than this, the render from inside houdini finds the location of the $HIP to render to correctly, whereas the command line render puts the files one folder above the $HIP (like ../). Any help/advice is much appreciated! Thanks, George
  3. VOPSOP "grow point selection"

    Hi Edward and Ben, Thank You both for your prompt and helpful response! Ben, the soft transform works perfectly with grouping, it's exactly what I needed, thanks!
  4. VOPSOP "grow point selection"

    Hi Everyone, I started learning Houdini a couple of weeks ago, and I love it so far! Basically I am trying to use the vopsop to simulate the behaviour of the "grow selection tool", without any luck unfortunately. So if I select the points nearest to the ground plane in the vopsop, I want to be able to grow this selection (with a slider or something) on the mesh. Not in any particular direction, just following the geometry, as the actual tool would. Any help/advice is much appreciated! Thanks, George
  5. Deleting FLIP particles with POP?

    Hi Pazuzu and Dobin, Thank You for your prompt response! Pazuzu, the scene You made is perfect, it is doing exactly what I was trying to achieve. Thank You so much for your help! And this has taught me a lot about the sop solver, so thanks for that as well!
  6. Deleting FLIP particles with POP?

    Hi Everyone, I am new to Houdini, I started learning it a couple of weeks ago, and I love it of course! I bumped into a problem recently and I can't seem to get my head around it unfortunately. I am trying to delete particles from the FLIP solver on a frame so on the frame after the delete, the sim continues like the deleted particles wouldn't have even been there. I am isolating the particles to delete by grouping them with a bounding geometry on a certain frame. I have read that by connecting the pop solver to the flip solver's second imput can do something with deleting particles from it, but I couldn't figure it out how to do it. I would really appreciate any help and advice. Thanks, George
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