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Everything posted by Noobini

  1. Pyro trails explosion

  2. installing HOU Engine 3dsMax 2021

    also FYI, https://www.sidefx.com/docs/3dsmax/_getting_started.html so maybe Silent Install is another option...I'm still waiting for all the guinea pigs to test out 18.5 for a few days yet. If they blow up their PCs...no cost to me...simply shrug shoulders. Actually: scratch that...it may be silent...but it would still be installing the main app i'd say...silly me.
  3. Problem with Vellum and Rest Length

    look here: https://www.sidefx.com/tutorials/advanced-vellum-workflows-h17-masterclass/ last chapter is where inflation is shown. Go get the pbd_inflatable_toy file and study it. here's a quick adaptation. vellum_problem_fix.hipnc
  4. rbd clustering + constraints

    maybe ahem...'break' it down to separate steps? - do wall connectors - do glass connectors - then do wall glass connectors pay attention to group names at each step...and connectors names vu_constraints_question.hipnc
  5. installing HOU Engine 3dsMax 2021

    hmm...you're right, have to install the main app to get to the engine screen...dunno or what about getting just the engine (FREE) here: https://www.sidefx.com/buy/#houdini-indie I won't be getting my 18.5 indie for a few days yet so can't confirm anything.
  6. Pyro trails explosion

    can't wait for all the faux tough guys to come out and poo poo on shelf tools/presets again.
  7. Let user input curve for an HDA

    just go back a step, rclick on your HDA>actions>extract content then select everything again (that is supposed to be in your HDA), create subnet again, this time you'll see it has the default 4 input slots corresponding to the 4 inputs when you dive in. Sub-Network Input 1 would be your custom curve, connect that to the switch. after you created the new digital asset, in type properties>basic>set max inputs to 1, min inputs 0 meaning there's 1 input slot but you don't have to plug in anything into the slot, it would still work with your supplied 3 curves. You'll then have to add an ordered menu in the params to make use of the custom curve, to switch between the 4 curves. (I can't do any of this to show you coz it complains that I don't have the complete definition for the tool)
  8. Let user input curve for an HDA

    well I don't have the complete definition of the tool, only you do. I can only show you where to add the custom curve in among the preset curves, you'll have to incorporate that into your COMPLETE HDA that only you have.
  9. Let user input curve for an HDA

    well put down a curve, doodle around for a few minutes...once tired of doodling, plug it into the HDA.
  10. Let user input curve for an HDA

    here...add your own curve and plug it in, otherwise there's 3 presets out of the box. dummyhda.hdanc
  11. Get length of curve during loop iteration

    sure can...so if you use your orig file with the error: in the 1st loop you've set up @postLength for each prim already BEFORE the truncate. then in 2nd loop, for each prim you should simply read back what you set up, ie: instead of using arclen to recalc a SHORTER prim prim("../foreach_begin2",0,"postLength",0) Bob's you builder uncle.
  12. Get length of curve during loop iteration

    well i simply moved the problematic blast...so that you read the arclen BEFORE it was truncated is this what you want ? curveLengthProblem_fix.hipnc
  13. installing HOU Engine 3dsMax 2021

    pretty sure you can install just the engines after the fact..note it says 2017+ means...Max 2017 or later all inclusive (but if you have just Max 2021...then of course the dlu for 2017 will not be installed) (naturally when you say you already have 18.0.532....I take it as NOT Apprentice coz just stop right there if it is Apprentice, engines won't work)
  14. (Solved)Rigid Bodies active by geometry

    here's just a different way of solving the problem this way...the ones lying on the outside can still be awaken if hit by the middle ones....and so they might start off a chain reaction (ie. avalanche) vu_active_by_geometry_v00.hipnc
  15. strange offset with custom active attribute

    yeah...beauty sleep does more than just improving your complexion.
  16. strange offset with custom active attribute

    well yeah...it is returning 0 correctly isn't ? so say at frame 1500, 1500 - 1021 = 479 min/max = 1021/1036 is 479 in the range 1021 - 1036 ? NO, so it returns 0 correctly...what are you complaining about ? so as you scrub between 1001 and 1500....it's always 0.............................until Frame is big enough.. ie. as said, YOU introduced the offset from the correct range of 0 - duration as per my fix. right now, it may be difficult for you to visually see the effect of your offset error because you're using @startframe which is random. if you use a static offset like this, it's easier to observe the result float duration = 15; //duration f@active = fit(@Frame-@startframe, 300, 300+duration, 0,1); //create value between start frame + duration You'll see that it is offset by 300 frames And therefore you would see how my fix works as the offset is 0.
  17. strange offset with custom active attribute

    well because you offsetted it. the fit will try to fit a value from min/max to new min/new max....so you set the min to @start_frame which say randomly 1025....so if Frame is 1001 say, 1001 - 1025 is negative...this will never fit into your range....until the Frame is 'big' enough..ie when it reached 2000, then 2000 - 1000 something would more likely to give you 1000 something...and hence fit in your range.
  18. strange offset with custom active attribute

    my 'guess' of what you are trying to do is this: int duration = 15; //duration i@active = @startframe < @Frame && @Frame < @startframe + duration; //active for the duration so that they all start off as 0...then up to certain frames...predetermined by wrangle create_startframe..they switch on...and remain active for duration....(then naturally switch off)
  19. strange offset with custom active attribute

    shouldn't logic be like this? int duration = 15; //duration f@active = fit(@Frame-@startframe, 0, duration, 0,1); //create value between start frame + duration btw, "active" as a fraction instead of 1...I'm scratching my head...for what purpose ? Shouldn't it be either 0 or 1 ? You can't be 'slightly' pregnant can you?
  20. vellum - no stretching

    if you're stuck with what's given to you, then struts. There's intersections here...but it's just an illustration, someone will have to do cleanups. vu_RopeFromCyls.hiplc
  21. vellum - no stretching

    start again, don't use a box...simple line, feed that into vellum as a string.
  22. Vellum input geometry update per frame

    the curtain movement along the railings is from here:
  23. Vellum input geometry update per frame

    i wouldn't know tbh, cos I just went off on a tangent on my own...here's my RnD file if you'd like to dissect. It uses mirror, so not (2) real pieces of cloth mutually reacting...but I just wanted a quick proof of concept, the gist is there. (inspired by my stay in hospital Sept 2019, true story) vu_CubicleCurtains.hiplc
  24. Vellum input geometry update per frame

    hospital cubicle curtains...