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miccetro

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About miccetro

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    Peon

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  • Name
    Patrick
  • Location
    Jamaica

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  1. Vellum jitters non-stop without loss of energy!

    the CHOPS post-processing is not bad at all, it seems like it can produce acceptable results to me. Thanks for the tip, was trying something similar using a SOP solver.
  2. Vellum jitters non-stop without loss of energy!

    @kleer001 Thanks for the insight, I was attempting to solve a problem for an upcoming project that might involve a similar effect. But I will definitely look into solving this using a different method. But it's nice to know the limitations of what is achievable with PBD.
  3. Vellum jitters non-stop without loss of energy!

    thanks, @Atom, unfortunately though, that doesn't resolve the issue. It's jittering out of control.
  4. Hello, I'm just getting into vellum and the solver seems fast and cool but I'm trying a sim here where the geometry tries to attach to its collision geo, but that ends up being very jittery at the end with what seems to be no loss of energy. I've uploaded a scene file. I've tried to set @v to zero at the end and that still hasn't worked. What're the steps to making this solver behave? vellum_basics__jitter_02.hip
  5. RBD's and SOP Solver

    @Ryan thanks for the response, this definitely helps. Hey, I've found out that I don't need the wrangle at the end that creates the name and id attributes because the bullet solver internally creates the id attribute and manages it, and the name attribute is already being uniquely created by the assembly SOP. So the real key node here is the attribute copy SOP which doesn't copy the previous name and id attributes so the solver can work with new ones and then copying all the other attributes to make the simulation run. Thanks much.
  6. RBD's and SOP Solver

    Hi peeps, I'm using the SOP solver DOP to change my geometry overtime from one sphere to multiple spheres, however, when the geometry changes to multiple spheres it's still behaving like just one object instead of individual spheres and I can't figure out why! Any help would be much appreciated and I've attached the troublesome scene file. Also, I used the RBD Fracture object for this instead of the RBD packed, because I couldn't get the results out of the SOP solver to work with RBD packed object. I unpacked the geo in the SOP solver and repacked the output with the name attribute and it wouldn't work, so also, if anyone could shed some light on that as well it would be much appreciated. Thanks. RBDs_SOP_solver_testing_01.hip
  7. I have a curve where I used the parallel transport algorithm to transport the normal along the curve and then I use this curve as a follow curve fora bones chain. My question now is how can I setup up the twist along the bone chain and also make it twist beyond 180 degrees without flipping? (see attached file below) any guidance and examples will be greatly appreciated. Thanks. parallel_transport_curve_framing_03.hip
  8. Another update on this. I Think I've found a setup that works using the sticky object on merged individual NURBS patches, maybe there is an easier way to set this up manually. But check out the attached file and feel free to give some feedback on this. Thanks. (You can turn persistent handles “ON” on the bones or dummy boxes to see axis handles) ribbon_setup_test_04.hip
  9. So I've realized that the rivet object has some attributes to create a coordinate frame (see attached), so I've used the cross product to build one using normal of the ribbon. But I still have flipping created by the cross product. Is there a way to solve this? or could someone point me in a better direction to build a ribbon spine type setup in Houdini? Thanks. ribbon_setup_test_03.hip
  10. Hello peeps, I'm trying to figure out something similar to some sort of ribbon setup in Houdini. Still, lots to do but right now I'm trying to work out rotations, I have twist working by itself such that if I twist the ribbon the bone rotates accordingly and bend working by itself as well, however, if I twist and bend the ribbon at the same time, the rotations become unstable. How can I fix this? Any help is much appreciated!!! Thanks. ribbon_setup_test_01.hip
  11. Hi guys, I'm having some trouble using bone length for squash and stretch as its giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I implement volume preservation with the squashing and stretching? In maya, we would use the joint scale but Houdini seems to give weird results if I scale bones. Any help is much appreciated. Thanks. rigging_bone_stretchy_problem_01.hip
  12. Hi guys, I'm having some trouble using bone length for squash and stretch as its giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I implement volume preservation with the squashing and stretching? In maya, we would use the joint scale but Houdini seems to give weird results if I scale bones. Any help is much appreciated. Thanks. rigging_bone_stretchy_problem_01.hip
  13. Pick up rotation of a packed primitive point in CHOPS

    @bran_daid awesome, thanks much this is what I was looking for!
  14. Hi everyone, I'm trying to create a delay effector style effect on some copied boxes, but I've chosen the option to pack primitives before copying and now in CHOPS I want to know how to make say a Spring CHOP pick up the rotation of a packed prim. Here is an example scene file below. Thanks to anyone who can help. C4D_mograph_rebuilding_01.hip
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