Jump to content

alr77

Members
  • Content count

    12
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

1 Neutral

About alr77

  • Rank
    Peon

Personal Information

  • Name
    alr
  1. PACKED RBD Vibrates continuously on the ground

    Great man, Nice...i was wondering to set a VEX snippet...and they did..so it is the good solution. Thank you a lot. cheers.
  2. PACKED RBD Vibrates continuously on the ground

    Thank's vicvvsh ! I'm checking right now ! cheers
  3. RBD Jittering Velocities

    Please find my posted questionning below : Dear all, The plot : -> Am currently simulating a simple shatter with rbdPacked prims + Constraints Glue + a gorund plane, all into a DOP. (nothing Awesome till here). The Questions : -> But, strangely, the little rbds continue to vibrate once fallen on the ground. It looks like continuous vibrating tiny giggly wiggly inter-collisions. Did any body ever had this ? Would it be possible, i've to FORCE STOP them using a desactivating VEX snippet in a DOP/geomety wrangle node ? If anybody had this one time, let me know, please. You will be welcome and it will be pleasure to discuss that point you. Thank you all a lot, cheers.
  4. RBD Jittering Velocities

    Dear Ahang, Just to say...i'm currently (right now) sharing the same problem.
  5. Dear all, The plot : -> Am currently simulating a simple shatter with rbdPacked prims + Constraints Glue + a gorund plane, all into a DOP. (nothing Awesome till here). The Questions : -> But, strangely, the little rbds continue to vibrate once fallen on the ground. It looks like continuous vibrating tiny giggly wiggly inter-collisions. Did any body ever had this ? Would it be possible, i've to FORCE STOP them using a desactivating VEX snippet in a DOP/geomety wrangle node ? If anybody had this one time, let me know, please. You will be welcome and it will be pleasure to discuss that point you. Thank you all a lot, cheers.
  6. Great Bunker Thank you a lot ! am currently brainwashin' myself from my Maya's usuals hehe ^^ I was tryin, tryin tryin any versions of boo[0][1] etc... but ok, we need this method, thank for it cheers, man
  7. Dear all, A simple looking question about how to pick up an @ttribute's value inside a MATRIX : 2@boo = set(1,2,3,4); printf("boo[0] : %g\n",@boo[0]); it doesn't work while it is working with vector or obviously with array. Saddly, i feel stucked, if needed to pick up one of these values, separatly. Humbly, all/any feedbacks are welcome even if i've dumbly mistaken myself (it could happen to anybody ), thank you all. cheers. alr77
  8. Matrix : practical reading /printing

    Dear F1, Thank you for explanations, because i've found myself in front of a locked door which finally was more like an illusion as you're explaining the classic "for" iteration is working. Thus we can say even if the academic notation : M[][] doesn't work, its functionality is implicitly embeded inside DOGMATIC 2x2 3x3 or 4x4...so...perfect. i deduce then the reverse getcomp() is setcomp(). I can now, sort, store , arrage datas inside. GR8 ! Thank you twice F1, and enjoy the week end. bests, alr + + +
  9. Dear all, Sorry if my question looks naive, as you're all surely usual with this : matrix reading /printing. But i'd like to "printf" it element by element. Usually, generally a matrix looks like : matrix M[r][c] -> then your iter through. eg : print(M[1][1]+"\n"); But here in Hou it is : matrix M Yes printf() prints the thing but the whole thing. Then, how to read elements one by one separatly, please? i humbly dunno. Am usual with this practice in other languages because Matrices could be used as a fantastic "Chest" to store values, compiling vectors pack, and on and on... So any advices to this practical question are welcome. Thank you a lot. Bests,
  10. VEX on Copy To Points

    Hello, i was reading you topic. Yes as you said. 1. There is a button into copyTopoint Sop : "Transform using points orientation." If you uncheck it you could orient your objects (admitting all the same) with an upper transform in your node tree. 2. with the button activated "Transform using points orientation." : As well using a attrWrglr on your grid let's you (as you've done) set up you @N oe @orient as you like. @N = set(urValueX,urValueY,urValueZ). Wishin it helped you. work well ! alr + + +
  11. Hi MrScienceOfficer, A very thank you for your advice. Factually your string concatenation is just simply clearly efficient. But as well,as you said, primarily i've just typed naturally the "Hscript version"... That's why i've tried the point #2 : Encapsuling the string in a var.... Then i had this doubt about a "bug" on the command opfullpath...Probably the summoning of the string using a concat() is stronger than just a call string ? It probably sets the string screwing it into the function rather than assigning it...Dunno ^^ Then thank you twice ! (I'll try some other string injection...and i'll let you know if i find something working...). Now i can continue my tests ! Bye, See ya ! Bests, alr + + +
  12. Hi @ll, Firstly, enchanted to meet you all. I was testing the VEX function “opfullpath” in a simple way : // Getting the intrinsinc detail “numprim” via the function “detailintrinsinc”. Houdini Version : Nodes : one polygon Mesh(@opinput0) + attrWrangler. Detail intrinsinc signature is : detailintrinsic(string geometry, string intrinsic) Thus #1 : string geometry must be the path to Geometry Thus #2 : the command “in theory” could be : int primCount = detailintrinsinc( “op:`opfullpath(“../myInputedGeo”)`”,”primitivecount”); printf(“prim count : %g \n”, primCount); // to display. Saddly it doesn’t work… But : op:`opfullpath(“../myInputedGeo”)` is NOT a string it generes a string Thus #3 : command could be : string fullpath = `opfullpath(“../myInputedGeo”)`; int primCount = detailintrinsinc( fullpath,”primitivecount”); printf(“prim count : %g \n”, primCount); // to display. Saddly it doesn’t work… So it’s really hard to me to spot the worry…..because if you use the “lazzy” signature : detailintrinsinc(int opinput, string intrinsinc); It works but it has really really less power than using a path as the code will just look a the input0 of the wrangler’s entry rather than all over the scene to get its info. Probably a syntax error from me ? So if any body could help, you will be welcome please !!!. Bests, alr + + + pathtogeo-v004.hipnc
×