-
Content count
43 -
Donations
0.00 CAD -
Joined
-
Last visited
-
Days Won
4
PixelNinja last won the day on December 23 2019
PixelNinja had the most liked content!
Community Reputation
69 ExcellentAbout PixelNinja
-
Rank
Peon
Personal Information
-
Name
Matt Tillman
-
PixelNinja started following Vellum "attach to geo" based on animated Cd not working, Attribute transfer Cd bake to image sequence?, export points as maya locators (with transforms) and and 7 others
-
Attribute transfer Cd bake to image sequence?
PixelNinja replied to REC's topic in General Houdini Questions
You'll need to bake the texture. There's a bake texture rop, as well as a bake texture sop in the labs tools. I recommend the latter as it's much easier to set up and use. -
export points as maya locators (with transforms)
PixelNinja replied to catchyid's topic in General Houdini Questions
The only thing I can think of is to copy some geo (like a sphere or a box) onto the points and then export to fbx. That should export all of the transforms, you'd just have to hide the geo though. -
How do I transfer a Cd attribute from points to primitives?
PixelNinja replied to Bill Mill's topic in General Houdini Questions
Attribute promote- 1 reply
-
- 1
-
-
- transfer
- primitives
-
(and 1 more)
Tagged with:
-
follow path How can I use differents paths to move one object ?
PixelNinja replied to ShkYo30's topic in Animation & Rigging
I think the simplest way would be to simply join the three paths into one. -
Houdini - Trying to get 2 wheels to rotate with one transform at the same time
PixelNinja replied to vertigo262's topic in Animation & Rigging
I looks like the copy sop is set to rotate the copy by 180 degrees on the y axis. This would make the copied wheel rotate in the wrong direction. Here are three approaches: 1- Transform sop to control the wheel rotation, then mirror sop to create the other wheel. 2- Transform sop to control the wheel rotation then copy sop set to scale -1 in the X axis to create a the other wheel 3- Copy the wheel so that you have two packed copies and then use a mops transform modifier to rotate the packed primitives. I used method 3 for a simple sops based car rig recently and it worked really well. I had a single mops transform handling auto rotation (based on travel distance) for all 4 wheels. -
I recently ran into a bunch of issues in getting fbx animation out of houdini and into unreal so I thought I'd share the process so that hopefully noone else needs to run into the same issues. Quick version: Use the ROP FBX Output in sops, don't bother with the labs RBD to FBX ROP Turn on "build heirarchy from path" on the FBX Output All intrinsic pivots should be zero
-
Yeah most of the time pscale and age are all you need. I recently had to deal with instancing with orientation though and it took me a fair bit of frustration trying to figure it out. Glad you found it helpful!
- 5 replies
-
- attributes
- abc
-
(and 3 more)
Tagged with:
-
I spent a fair bit of time trying to figure this out today so I figured I'd post a quick tutorial for posterity. The only other guides and info I could find were specific to getting pscale and Cd into C4d for Redshift. Nothing on orientation or other attributes generally. Long story short: - Unless your attribute is explicitly typed (i.e. Vector, Quaternion, Matrix instead of 3flt, 4flt, 9flt) C4d will read it as a float (or "Real") - Orientation is handled by the "Alignment" TP channel, so you need to convert your @orient to a matrix3 before export Hope this saves someone else some time.
- 5 replies
-
- 3
-
-
-
- attributes
- abc
-
(and 3 more)
Tagged with:
-
I'm trying to recreate the effect of small pieces of dry ice propelling themselves across the surface of water. First step was to figure out the propulsion. Thought I'd post my solution in case anyone was interested. The basic approach is to take a number of points on the surface of an object and use their normals as propulsion vectors to move and rotate the object in a (somewhat) physically accurate way. The points and normals can vary over time to create more random behaviour. This can probably be incorporated into dops somehow but haven't looked at that yet. It is also entirely likely that this is trivial to do in some other way and I've wasted my time. If so, please let me know. mt__propulsion__1_0.hdalc
-
- 1
-
-
- propulsion
- rotation
-
(and 3 more)
Tagged with:
-
Train wagon realistic position relative to curvature
PixelNinja replied to FR3D's topic in General Houdini Questions
Made a cute little render with this technique toy_train_cam03_v001.mp4 -
Using Erode layers as a mask
PixelNinja replied to Mildly Confused Kiwi's topic in General Houdini Questions
The Heightfield Scatter sop has the option to use a mask layer for scattering -
Vellum "attach to geo" based on animated Cd not working
PixelNinja replied to jackassol's topic in Effects
Add the noise to the constraint geometry, then set the third input on the constraint property dop to second context geometry in order to reference the value in the vexpression. vellum_animated_constraint_v001.hiplc- 1 reply
-
- 2
-
-
Train wagon realistic position relative to curvature
PixelNinja replied to FR3D's topic in General Houdini Questions
More accurate version. Also supports a length attribute for varying carriage lengths. I left a toggle for the simple calculation as that might be desired in certain circumstances. train_align_v003.hiplc -
Train wagon realistic position relative to curvature
PixelNinja replied to FR3D's topic in General Houdini Questions
Here's a quick approach I came up with. It assumes all carriages are the same length. I also measure carriage length along the curve, rather than in world space, so it becomes more inaccurate the less straight the track. This should do fine for most purposes, but if I find the time I'll see if I can implement a more accurate measure. train_align_v001.hiplc -
To export separate meshes as alembic you want to check "build heirarchy from attribute" on the alembic rop. It will separate each packed primitive into separate objects based on the path attribute.