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About tamagochy

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  • Birthday 09/09/1980

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    Andrii Belskyi
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  1. Constraints, custom velocity and active attribute

    There are a lot of way of working with glue. First one it use impact object and its basic way. Second one its delete glue manually in dop using some attributes or distance to another obj or something else. I never heard about adding custom impact attribute because its internal bullet attribute and easy to use different approaches.
  2. if U R using point deform, decrease points distance and count
  3. Constraints, custom velocity and active attribute

    glue constraint doesn't work with forces and velocities, U can use hard or cone twist for it or manually delete glue bonds.
  4. Thanks Victor, now I understand why my setup not work, this king of setup working only with animated geo, but if switch to deforming one it doesn't work. And problem with packedfulltransform I think, because for deforming obj its doesn't change. So I need find the way to update it. I found how to do it with hard constraint, using primuv for update constraint point position, but its not working for glue.
  5. Can you make simple example? I have animated mesh and I need to constrain to it another fragmented obj and it should follow animation but when collide with another object it should brake.
  6. Tree RIG Sway In Wind?

    Wire sim with trees works not good for me. Its create mess in places where a lot of branches collide. And its happen in 16, in 15 was everything ok.
  7. Hi all, Is it possible to constrain packed RBD objects to the static deforming or animated obj? In TP its work by default without any problems, but in houdini I cant find solution. Thanks!
  8. With vex you can use relbbox function.
  9. Controling scale along a curve?

    float grad = @ptnum/(@numpt-1.0); float ramp = chramp("ramp",grad); f@pscale = fit01(ramp,chf("pscale_min"),chf("pscale_max")); paste it to point wrangle you can use ramp for controlling scale
  10. He told you can send him the message with questions, so sent it to him, maybe he will send you simple version or explain how to do it )
  11. Flip fluid morphing from animated characters

    I made it inside flip dop, I used vdb gradient as force and after some time just make blend position morphing.
  12. Flip fluid morphing from animated characters

    you should have same number of the points in both objects, then you can morph them using pos blending in wrangle. I made it like this.
  13. static gas turbulence?

    change timescale to .2 or .1 in gasturbulence and pulse set to 5 or higher
  14. Ramp between Y Max and Min object

    you can create ramp in sop level and use in shader pointwrangle vector bbx = relbbox(0,@P); f@ramp = chramp("ramp",bbx.y);
  15. Turning object to liquid upon impact

    in dop paste strat frame the frame before impact, after meshing you can transfer uvs