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tottman1

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About tottman1

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    Jim
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    Finland
  1. Export Multiple FBX Using Python

    great, thanks luke. That looks like a good place for me to start
  2. Export Multiple FBX Using Python

    Hey, so I have a situation where i have exported a load of rbd simulations to alembic and i now, after re-importing them back in as alembic archives, I want to export them out from Houdini as FBX. Now, i can do this fine on an individual level, but it takes a while to export each one and then I have to come back and export the next one when thats finished, usually an hour later or something. What i I would prefer to do is to create a python script to automatically export the next one so i can leave them all going over night or something but I dont have any idea how to do this. Can someone please help me out or point me in the right direction? Thanks
  3. Hey, i am trying to do an effect where a wooden skybridge is being blown apart by a cannon. I have been given a set animation of the bridge floor which has been specifically animated and i have pinned voronoi fractured wooden planks to that. I then want to procedurally destroy the planks using keyframed objects when they collide. At this current stage i kind of have a working setup but having attached the planks to the animated floor using DOPImport and Transform pieces i seem to be getting a strange offset. By narrowing down the previous nodes it appears that the poffset is coming from the voronoi fracture node but i cant seem to fix it. Any ideas? Or any ideas on how to better set this up? Thanks *Scene file is attached. houdini_planks_test15.hip
  4. varying cluster sizes

    Thanks Remi, ill check it out! Hope everything's going well at DD
  5. varying cluster sizes

    Hey, does anyone know how i can get varying cluster sizes? I have a single object that i fragment and then cluster but all the clusters are more or less the same size. How could i go about varying the sizes more? Thanks
  6. exporting alembic from SOPs

    ok, i fixed that last issue where the high-res geo wasnt attaching properly. It was because i had duplicated my previous voronoi node which has the "Connectivity Partition" set to "None" which allows me to set clustering but not activate it until later with the glue instead. Once i changed the high res geo's Voronoi "Connectivity Partition" to "Overwrite piece numbering" it fixed the problem. I have attached the new file now with that fix in, hopefully someone can take a look now as to the alembic export issue problem i originally came here with... To see the issue, try to export the alembic file from both rop_alembic_output nodes and then import them both back in as Alembic Scenes. You will see that one has all the geo as separate nodes whereas the other just gives you one node with all the nodes combined, i guess packed... rop_alembic_test_sop.hip
  7. exporting alembic from SOPs

    i decided to add a file to help people see what my setup was... but in doing so i seem to have developed a second issue where my high res geo isnt attaching properly and some objects dissappear altogether :S So, any further help there would be great cheers! rop_alembic_test_sop.hip
  8. exporting alembic from SOPs

    Hey, does anyone know why there would be a difference when exporting an Alembic file directly from a SOP node than from the DOPnet? I want to add higher res pieces post-sim in SOPs, however, i seem to get different exports from the two... The export directly from the DOP node creates an Alembic scene which is around 85mb in size and keeps all the objects as separate entities, which is how i want it to be. However, if i export from the SOP node, to attach the high-res geo, i end up with a scene file of 762mb and i only get one entity. I appreciate that adding the higher res geo will add some weight to the file but the excess bulk seems to come from the fact that the export compresses all the information into one entity, which is actually no use to me as I plan to export the Alembic file to FBX, keeping all as separated KF objects. Does anyone know how i can do a Rop Alembic Export from the SOP node to match the export i get directly from the DOP node, i.e with all of the entities exported separately?
  9. glue-cluster to combined objs

    Hey, im doing a simulation whereby im clustering my voronoi objects with glue so that i can use Bullet. The problem is that when i come to export the sim out (to alembic) all of these objects are being exported as individuals rather than in their clusters, which is really expensive (around 10000+ objects on export as opposed to around 1000). Is there a way i can merge/ combine the glue-clustered objects post-sim to create actual 'combined objects' for export?
  10. fence destruction - joint system

    ok, so my setup is now that im using an secondary animated object with AttributeTransfer to activate my sim object. I also realised that for my purposes (fbx export to video games engine) i need to be using non-packed objects for simulation. The problem now though is that once i switch off the packPrimitves neither of the activation methods work anymore: active value or popwrangle. So, why dont these methods work with the current setup when i switch from packed to non-packed primitives? Is there a work around for this? Thanks
  11. fence destruction - joint system

    cool, both methods work well So, what would you say are the benefits of setting up, for example, an animated active value in SOPs compared to DOPs? is the popwrangle doing basically the same job as a sopsolver?
  12. fence destruction - joint system

    Cool, very interesting! I didnt realise that you could get such a nice almost bendy feeling to the Vornoi pieces using that cone constraint, i really liked the idea of scaling down the constraints points, that problem was really troublesome for me. I took your scene and spent today adapting it to my own to see if i could get everything that i needed in there now, all the constraint stuff makes sense and works perfectly! My last issue is still that I cant seem to be able to get the packed primitives working with the Active Value (im so close!). I tried adding in the ActiveAttr after Packing but i must be missing something still as the AcitveValue just errors/ or nothing ever becomes active... Any ideas? Cheers bullet_voronoi_clusters_setup2.hipnc
  13. fence destruction - joint system

    Awesome, thanks Dennis, thats a really cool tip to get the Bullet clusters! With regard to the RBD cone twist constraint, is there a way to apply that in procedural way? or does every constraint need to be manually placed? I have quite a few railings and although i could do it manually it seems a bit primitive for Houdini. One other thing, I also noticed now that i have that Bullet Vornoi setup in my scene that switching from 'Fractured Object' to use Packed Primitives has broken my ActiveValue, used to direct which pieces are 'active', do you know how i can get the active value to read the packed primitives? my guess is that i would need to unpack them first... Cheers
  14. fence destruction - joint system

    ahh ok cool, i didnt realise there were different constraints for both bullet and for RBD solver (im very much a newbie to houdini). I have to use the RBD solver as i need the voronoi cluster feature but ill definitely check out the RBD constraints and see how they work. Thanks for the help, Dennis
  15. fence destruction - joint system

    Hey, i am trying to set up a building destruction in houdini, which will consist of a concrete building with exterior walkways and hand railings attached. At this stage i pretty much have the concrete part of the destruction completed using RBD and clusters however, now i want to have to sim the wooden railings buckling with the floor at one end and then pulling down the rest of the railings as you would expect from a connected set of pieces. When i used to use thinking particles i would probably have used a joint system to link the railing pieces together but im not sure what Houdini uses instead, i have tried several times with the glue constraints but they just seem to fail... What do you think would be the best way to do this? railing_glue_test_rbd.hipnc
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