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Everything posted by jackassol

  1. Hej guys - I am cutting a tube with a spline. Now I need to make this cut exactly on another geo: The problem is, that I have more pieces on the new object ( 2 secons picture). Is it possible to transfer the amount and order ( name, piece) of the " cuts" 1:1 to the second object? So that the second object has also just 7 pieces ( instead of 14)? FILE ATTACHED 1.hipnc Best jack
  2. Stick on collision - Ragdall

    Does anyone have an idea, how stick ragdolls on a collider based on collision? Best Jack.
  3. Stick on collision - Ragdall

    Hej, yes bought this course. Really good. thanks for the file. It will help a lot. But it looks more complicated than i thought. How do I get this working on an animated collider/ rdb? Best
  4. Hej guys - I have a question. (i attached my example as a scene file) How do I shift a specific keyframe ( the last one ) - based on the "Iteration" in a for each loop? What I wanted to achieve something like this: All cubes starting together with the same speed to move - but they should stop at a different position ( based on the iteration) - (all ease out and ease in). It would be helpful to shift the last keyframe value in a for each loop. Is that possible? All the best. Jack 11.hiplc
  5. "For each" - Shift last keyframe

    Because i have over 70 copies in my original scene.... and it's important to have the ease in/out "spline" to control the speed ramps.
  6. Hi guys - I have a simple setup where I used a restblendnode in vellum to source a new vellum rest. Now i need this restblend based on the Cd attribute. I dont get it working.... :-( I attached my file. Could someone help? rest_blend_cd.hiplc
  7. Hej guys - i was trying to add a foreach-pointdeform to a grain pre-fractured geo in h17 and it did not work as in h16 anymore. How can i pointdeform each fractured piece after the simulation? All the best jack foreach.hipnc
  8. for each-point deform in h17

    no one advice or tipp?
  9. Pyro / Volume Kill

    Hej guys - I am looking for an easy way to kill volume/pyro based on a bounding box in DOPS. Couldn't find anything how to do it. Any tips?
  10. Hi i am emitting crowds every 60 frames with the impulse activation "$F%60 == 0" in the crowdsoure. Now I have the problem that my ragdoll constraints are just appearing in the first emitted ragdolls. All that comes after don't have the ragdoll constraints anymore and the parts fall apart. Is there a solution for this? All the best and Thank you! jack
  11. Hello guys - may its really simple, but how can I animate a soft/dynamic movement transition to the starting point of my vellum animation? should go dynamically - not with blendshapes! Basically like the targetstiffness/ targetposition we have in gains. Is that possible with vellum? I uploaded a file... Thanks back.hiplc
  12. vellum - target position - dynamicly

    ok - one more question: how can i use a separate goal/geo which is animated? How can I change the link to to a "self-made" goal?
  13. vellum - target position - dynamicly

    perfect. thanks
  14. vellum - target position - dynamicly

    Thanks - Atom. I dont wanted to touch/animate any forces, because my scene is way more complex. It should move/morph to an specific target/rest position - or even better - an animated restposition. Is that possible with vellum? Its the same like the "Cloth-target" in the older houdini versions. Like here:
  15. Hi, i am emitting vellum geometry over time. My problem now is that i can not add the hires geo back to every emitted (new) geometry. It just working with the first one. I was trying to do something in the foreach loop with no luck. Is there a simple solution for this? BTW - i uploadet the file also All the best for each.hiplc
  16. Hej guy i wanted to remesh my geo in a specific direction. Is there a way to do this with splines as an direction or anything else? Whats the best approach for this? All the best. remesh.hiplc
  17. Hej guys - im trying to rotate an agent clip 90 degrees with an transform note. But this transformation did not align in the crowd simulation itself... odforce.rar Does anyone has a simple solution how to do it? BTW- i attached my scene
  18. Hej guys - im trying to rotate an agent clip 90 degrees with an transform note. But this transformation did not align in the crowd simulation itself... Does anyone has a simple solution how to do it? BTW- i attached my scene here: odforce.rar
  19. Grain Break + Mesh Break

  20. Hej i found a cool video on vimeo: I was wondering how to achieve this effect. At the first moment it looks like a hires model with a lot polygons which got displaced? But i'm not sure here.
  21. Grain impluse activation later

    Hello guys, i have a grain sande box with is starting to simulate at the first frame. I need later after 600 Frames. In the " impulse activation tab" i have here $SF==1 What should i add to activate it at frame 600? Best jack
  22. Hi - i created particles colors with the Attribwrangle VEXspression: // Color from Bounding Box @Cd = relbbox(0, @P); this code basicly created a bounding box based on all particles positions in the scene. (it changes the color - because the particle are moving in space) How to define an own bounding box (size of the bounding box) - based on primitive-cube for example? All the best bounding_box.hip
  23. Pop attract with grains

    Hello guys, I wanted to use the pop attract in a grain simulation. I have a simple simulation with grain, which are falling down. After a specific frame I wanted to let the particles go back dynamical to the exact start position. I thought it’s possible with the pop-atttactor node. I’m the source tab, I can choose atttaction type: particles. Here I link to the rest position of the first frame of the grain particles. This doesn’t work for me. All the best jack