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miccetro

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About miccetro

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    Peon

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  • Name
    Patrick
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    Jamaica

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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. Pick up rotation of a packed primitive point in CHOPS

    @bran_daid awesome, thanks much this is what I was looking for!
  8. 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
  9. Hi everyone, I'm rigging a character and want to set up a constraints system with a prop and avoid the prop snapping when I switch constraint master. Please help! You can watch the preview of the course below is this is what I want to reproduce in houdini. Thanks much. https://www.pluralsight.com/courses/space-targeting-animation-maya-1981
  10. Hi ladies and gentlemen, boys and girls, I have a job to create a kaleidoscope animation. I'm just learning how a Kaleidoscope works in real life and time is limited. Has anyone ever worked on such a project and can give tips on how to get started and maybe some math behind how it works? I've attached a video I found that has this effect created by buck (starting at about 16 seconds in). Any help here would be much appreciated really. Thanks in advance. Sherwin Williams - Kaleidoscope-SD.mp4
  11. Thanks much for the info @Juraj that's very helpful.
  12. Hi everyone, I seeking workflow tips to render characters separately from the environment but still have all the interactions such as reflections, shadows and so forth in both layers. Any tips and ideas would be much appreciated as I'm working on a project which would benefit greatly from this technique in comp. Thanks in advance.
  13. Sop solver in Dopnet

    you can try to use object merge in sop solver to bring in your geometry or you can turn on "use external geo" on the sop solver DOP to bring in stuff from sops.
  14. houdini shadow catching?

    @haaranoos how did u solve this problem. Would love to know. Thanks.
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