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moneitor last won the day on May 21 2019

moneitor had the most liked content!

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About moneitor

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    Hernan Llano
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    Dark Souls

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  1. Noob Syntax question

    Hey Alex, thanks very much for your detailed answer, really helped me a lot.
  2. Hi there, I am learning C++ and just starting going through the HDK. I saw this line and I can't understand what (OP_Network *) inside parenthesis is doing, I think I understand pointers and dereferencing enough, but that syntax I never saw before. Hope you don't mind the simple question. Thanks. parent = (OP_Network *)OPgetDirector()->findNode("/obj");
  3. FLIP smorganic/sheeter effect?

    Brutal viejo alejo, yo tengo ganas de hacer un ripple parecido para deformaciones de metal a gran escala, pero seguramente lo hare como un postproceso.
  4. FLIP smorganic/sheeter effect?

    Hey man, great job, are those micro ripples in the simulation itself, or you are exporting attributes to drive them in the meshing stage?
  5. Hi all, I am for first time working with Vex Volume procedural, and in the meantime in order to learn it I am looking for info. Most of the info regarding this topic is fairly old and one of the things I see all the time is this i3D format, I am wondering what is the current way to create this files, say I have a normal volume and I want to store it as i3D to load it into my CVEX shader builder, I saw there is a command like i3dconverter file.bgeo file.i3d, I tried and it gave me an error, could someone give a clue about the workflow? Thanks.
  6. Pop Attract with set of points ?

    maybe with a draw or something would be easier to understand what you need.
  7. Constraints mixing pops and bullet

    Hi Matt, thanks very much, I haven't seen your answer, sorry, it was months ago haha, at the end I used a different approach, something that wikipedia calls harmonic damped oscillation, or something like that, basically is F = -KX -CV, I used that formula to drive the position of the rbds to the goal position. Also used a modified version of that formula to make an orientation follow, the result of that research are this two videos. Thanks very much for your answer by the way.
  8. Hi all, I am trying to create a setup where a set of rbds are following a specific animation, so far is working, jittering is something I can look into later, but for now the big problem is creating the constraints, if I bring the boxes the usual way with the rbd packed object the constraints will work, but bringing them with the popsource they don't work. Would love to get some help here. Thanks. constraintProblemsTest.hiplc
  9. Loop Particles for Geo Instances

    This one should also work if you increase the substeps. LoopParticlesTEST.hip
  10. Loop Particles for Geo Instances

    if you do it with the hittotal attribute alone, its gonna work only during the first collision though. Check if maybe this helps LoopParticlesTEST.hip
  11. Loop Particles for Geo Instances

    Do you need to use pops, or can it be done in a procedural approach that doesn't involve simulation?
  12. How to change attribute path

    you could do this in a Python sop maybe, although I am not very good with python oldPath = /shop/blablabla lastPart = oldPath.split("/") newPath = "/mat/" + lastPart[-1]
  13. Any chance to have a sample file to give it a try?
  14. Controlled FLIP tornado (whirlpool)

    This one have a vop that allow you to change the shape of the whirlpool using a ramp armFX_experinemtal2.hipnc
  15. Controlled FLIP tornado (whirlpool)

    what about a more procedural approach like this, I am not saying that it couldn't be done using particles, but this seems like the kind of things I would approach splitting the effect in different parts, one would be the waterfall, and the other one would be the wrilpool, and then at the end I would mix everything with secondary particles, spray and stuff like that. armFX_experinemtal2.hipnc