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yglemarec

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Everything posted by yglemarec

  1. During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!
  2. WIP - ok++'s softbodies RnD + .hip files

    Thank you for your comments. if my files help you to learn Houdini , it's cool just my point of view : in 2 weeks , when H17 will be launched (the 2 october with "exciting enhancements in Dynamics and Simulations, Character and Animation, Grooming, Modelling, Games Tools, UX - and more!s"), maybe my files would become obsolets , my parameters useless So it's maybe better to wait a little bit in order to start learning Houdini with the newest release (.. or not ) ++
  3. Can't Bake CHOP in H16

    hello, it works for me if i : 1- desactivate fxmotion 2- use chop() function instead 3- select the curve and bake with default option
  4. Pyro and cloth solver (mutual interaction)

    Hello, never tried this webpage method, but it seems to be a beautifull method !!! there is maybe an other method for you here : to mimic mutual interaction, i use 2 dop: - in the first one , pyro drives the cloth object - in the second one, cloth becomes a deforming object collider and drives the pyro you will find a"cloth-pyro.hip" for better understanding. ++
  5. Hello, your umbrella with ik bones umbrella_rig-ok++.hipnc
  6. add spring to a lookat constraint

    Hello, i have not investigated your method to see what's wrong, but i can share an other approach: 1- create a null and apply a Lag constraint. your target should be the animated object1. 2- apply a lookat constraint to your object2 and choose to follow the null object. ++
  7. WIP - ok++'s softbodies RnD + .hip files

    Hello, most of the .hip from my video #7 are here. enjoy note : thank you particuleskull, your hip (from november in this thread) helps me a lot for my grain rnd ! elephant grain.hiplc grain for each voronoi pieces-v3.hiplc grain-tree.hiplc paint brush-v2+.hiplc sticky projection.hiplc
  8. WIP - ok++'s softbodies RnD + .hip files

    - ok Martin i will share my latest files before the end of the week. - de rien Stéphane, j'espère que tu m'aideras quand j'apprendrai les fluides
  9. WIP - ok++'s softbodies RnD + .hip files

    Hello Mathieu, i have not stored my first files from video 1 and 2, because at the begining, i didn't imagine people need my files . i send you a new hip. it looks like the old one if i remember well enjoy, 124-iron from video2.hiplc note : i follow a "Mathieu G" on vimeo since yesterday... are you this guy ?
  10. cheap&fast sims following animation?

    hello, in your wire object, try to play with target geometry to get t he result you want ++
  11. Finite Element Method - Tets Catching on Geometry

    Hello, i have experienced something by testing the cucumber in an "extreme" environment. it's seems to reduce most of my issues . maybe be the new .hip could help you for your project : i put a sopsolver in the dop , to modify the velocity of the particules who are too far from the others. it's like an impulse force to help them to find their way note : particules from skeleton group go outside but it's not really problem after the pointdeform sop ++ cuncumber_Grain-v2.hiplc
  12. Octupus modeling - cloth part

    octopus-v3.hiplc my last attempt of the day it should work , no matter the topology of your leg... and i put parameters on screen for easy control ++ ++
  13. Octupus modeling - cloth part

    yep, a problem of points selection group when we change the mesh topology i guess. i fixed some issue. you can change the numbers of legs, the row & column precision of legs. the only restriction is for columns : you have to choose an even number because of the group1 node still not perfect but maybe this new hip will be more usefull octopus-v2.hiplc
  14. Octupus modeling - cloth part

    not sure this is what you want to achieve, but here is my atempt to help you octopus.hiplc
  15. moving

    you're right !!! there are 2 points at this position. use a fuse node after your resample1 node.
  16. moving

    oh sorry for my missunderstanding , i need to rise up my english level for the futur hope this file will help you ... even if fencer/noobini have ever done the job : just pushing further my "sort way mistake" to achieve same result with differents nodes ++ moveit-sort way.hiplc
  17. WIP - ok++'s softbodies RnD + .hip files

    hello, here an hip + stick notes to show differents ways to drive a cloth sim. facebook-windsail.hiplc
  18. moving

    you can use a sort node with "shift" parameter + this code in the offset : ($F-1)%npoints(0)
  19. WIP - ok++'s softbodies RnD + .hip files

    thank you guys , i'm allways surprised and pleased to receive such comments ++
  20. Finite Element Method - Tets Catching on Geometry

    Hello, you can use a grain solver instead of the FEM solver. i'm attaching an .Hip file to show you and a video test. if you don't know how grain solver works in the hip, you can watch this video from sidefx (minute 43): to summerize, you define a "backbone" group of points in your sop + you create a popwrangle in your dop to animate your "backbone". have a good weekend PenetrationTest_Grain (1).hiplc cocomber.mov
  21. Inflate with SOP solver

    Hello, i don't know how to calculate your new inflation, but look at your modified file : - i delete your multisolver and use rest/traget parameter instead. and befor that, i add a transform sop and animate the scale of your sphere. - one more thing : i use the default cloth parameter and change the bend model ("strong") + decrease drag force (0.1) to get a more bouncy result. ++ cloth_sop_inflate_01+.hiplc
  22. WIP - ok++'s softbodies RnD + .hip files

    You 're doing so much for the community that no need to thanks me. On the other hand i should thank you hundred of time for your cgwiki. Take your time, the .hip will stay there
  23. Happy 10th Birthday Od[force]

    Happy birthday and thank you Odforce : it was a brillant idea to create this forum for all the Houdini lovers !
  24. Detailed cloth?

    - You can create a point group sop and replace your manual numbers in the dop by taping your group name. - an other method to constraint your points is to define a @pintoanimation attribute =1 in a wrangle sop ( and @pintoanimation=0 for the non constraint points) - and the last method to have more flexible control, is to write this in a wrangle sop for instance : @targetstrength= @Cd.r * 1000000; in the cloth object/deformation/target strength, write the value "1" because this number will be multiplied by the @targetstrentgh value. (note : i use @Cd.r from an attribe transfert) ++
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