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ChazS

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About ChazS

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    Peon

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  • Name
    Chaz Sutherland
  • Location
    California
  1. Bezier handle wonkiness

    You are now officially family. Many thanks!
  2. I've a simple anim on my camera so that it rotates on an offset Y-axis to keep the subject center frame. In the Animation Editor is the expected default z-curve, however, I want to invert the slopes so that it's shaped more like an s-curve, but the handles go nuts when I try to move them. They twitch like mad and want to snap to the key rather than be pulled away or rotated off the horizontal axis. Swinging them above or below the key is impossible. I've been selecting different buttons in and about the editor but nothing is working. My thought that untie would do the trick but it didn't work. Is the key in some state I don't know about? I've love to know... Thanks in advance.
  3. @Noobini:: Wow, that was fast, thank you. I can see what you did, but have to get my head around it now. Thanks again.
  4. Hello, I'm currently messing around with sop solvers and have two questions that I hope you can help me with: I have 5 spheres in a scene being spun by popaxisforce node which also transfer their colors to a floor grid—and that part is working—but I can't see the spheres. When the solver is selected, they disappear despite their attributes being visible (middle-clicking the solver node). How do I get them to appear when the solver is selected? Second is how to cause the spheres to translate the points in minus-Y instead of transferring the colors (causing a rut in the grid)? Since the spheres are already affecting the point color, I figured that captured point data could be translated instead...?? I've tried creating groups and such but nothing I've done so far has worked. Any suggestions on how to approach this? Many thanks. missingSpheres.hipnc
  5. Collision not working

    Thank you Mangi! Your suggestion had me re-exam the instructor's setup, so it makes sense now.
  6. Collision not working

    I'm trying to drop some balls on a grid but have no idea why the collision isn't working. Strangely enough, it's able to transfer color, so why aren't the spheres bouncing off the surface as well? I understand that volumetric geo is typically used for collision surfaces, but in the class I'm attending the instructor was able to make this work. So, for the sake of learning, I'm trying to duplicate the same collision behavior using the same kind of objects. The file is attached if you don't mind taking a peek at it. Many thanks in advance. sopMadness.hipnc
  7. I'm wondering if the latest version is causing the disparity I'm having with using the popaxis node. I'm following a toot and getting a different result from the instructor. In mine, the axis (white line) doesn't track with the radius input of the envelope (red sphere). Anyone know why this is happening? Here's my result (which appears incorrect) since this oblong shape should be lying horizontal: Here's the instructor's, which works the way I believe it should...
  8. Like many other features of Houdini (at least with apprentice) the file reference only worked when my workstation had internet access. Until then I had the same error message. Houdini Apprentice v17.0.416 Windows 10
  9. Where do these Ops go?

    Danke 3Dome. Much of what you're saying is what I thought in the beginning, but my results vary so much that I'm not getting good sense of how this should work. So, just in case you (or anyone else) cares to take a peek, my latest attempt is attached as a hip file. Goal: It's an elementary attempt to destroy a castle tower with a cannonball. Result: It's a mess though. The ball simply passes through the tower without affect and its anim only plays at the obj level. I've tried including it in different ways, but all my attempts have proven fruitless. hotMess_v10.hipnc
  10. Sorry for the ambiguous title, but I'm not sure what an appropriate one would be. Hopefully reading my issue will clear it up. I've created a stony building under the effect of gravity and a ground plane, but am having issues with how to constrain the pieces of the building so they don't immediately collapse when the sim begins. There's a cannonball that's supposed to do its thing first... then gravity, etc.. In some tutorials, the dops is created inside the sops network (where my building is constructed). In others, it's at the obj level. I've tried using both methods but can't get the constraints and the all the other dops stuff to work together. I'm typically left with only one or none of them working. I've heard that dops and sops can be put together at will, but this isn't what I'm experiencing. Can someone provide a clearer rule of how/where these operators are supposed to be constructed? For instance, if I create all the geo for the building, should the cannonball be constructed in that same node, or should it reside on the obj level next to the building node... or maybe inside the dop itself? Just wondering since the dop calls geo via an rbdpackedobject node, so can't the dopnetwork node be inside the building or even the obj level...?? If so, where is the constraint node made?
  11. Understanding rand()

    Thank you anim, merlino and j00ey.
  12. Understanding rand()

    Oops, my bad, but the typo was only here and not in the actual file. X-pos updates every frame (which makes sense given how this is written) but there isn't any randomization on the first frame, so it always starts in the same spot. How do I get the first frame to randomize?
  13. Understanding rand()

    I'm trying to understand how to properly write/understand rand() functions. In particular, when emitting a particle from a random position along the x-axis, within a specific range (e.g. 2.5 to 2.9 units). My best guess is to write the following expression for the x-axis of the POP location node: fit01(rand($F), 2.5, 2.9)) but the particle launches from the same point every time since the starting frame is always the same. However, I don't know any other way to seed the start point to give it a sense of randomness (real, pseudo, or otherwise). Obviously I'm misunderstanding something here so if anyone can point me toward my mistake... Many thanks in advance.
  14. Physics Painter HDA

    Good to know. Thanks Noobini.
  15. Physics Painter HDA

    I had searched there, but didn't have enough knowledge of Houdini to conduct a proper search. No matter now though, the toolset has been downloaded and installed thanks to this video and to you for guiding me to it. Cheers!
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