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jackassol

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Posts posted by jackassol


  1. 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).

     

    12.thumb.JPG.15f4a7bcc4cdb497d0631d1086c7820c.JPG

     

     

    It would be helpful to shift the last keyframe value in a for each loop.

    Is that possible?

     

    13.thumb.JPG.22da73dc825c50f378670947b1eb2ee2.JPG

     

    All the best.

     

    Jack

     

     

     

    11.hiplc


  2. 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

     

     

     

     

     


  3. 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:

     

     


  4. 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

     

     

    Unbenannt.thumb.JPG.e30da96904292cff3994b58bf204815f.JPG

     

     

     

     

     

     

    back.hiplc


  5. 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

     

    1.JPG

    2.jpg

    for each.hiplc


  6. 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


  7. 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


  8. 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

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