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Everything posted by ForeverMovement

  1. Hello all, I've been searching around for a while and I can't seem to find much on muscle simulation that doesn't already have a rig that was made in Houdini. The animation I have is from Maya, so I can bring in the cached and cleaned geo no problem. But I do need the rig to be able to attach muscles to the model to be able to move with it. It seems counter intuitive to bring in cached geo just to make a rig ontop of it, with the added problem of attaching it to the already moving skin. I might also not be looking at it properly, so it comes down to this; Does somebody have a good workflow for getting muscles to move with the cached geo in Houdini, or how to export an animated skeleton from Maya to Houdini? I'm properly confused, even documentation help would be good at this point, maybe a secret blog post somewhere
  2. Muscles, and how to get them...

    Glad to atleast have an update. I managed to rip the rig out of Maya but when cleaning it only has the points, which is fine but I am again stuck. I'm happy they're both in there but now I don't know where to really go. Do I merge them together and pray? So then to pin the muscles to those points is there a way that I could connect the end muscles to points so it will actually move with the geo? I've used and abused the shelf tools and I still can't figure it outttt.
  3. Muscles, and how to get them...

    Thanks for the advice, I have tried to both cache and bake the animation before exporting remembering to make the values keyable. Even with just exporting the skin or trying to it doesn't want to work. So I'm pretty lost. I think it may be because of how the rig is developed, with a weird use of joints. In any case, I have the Maya scene here with just the rig if it helps anybody. I'm just stuck on it, I need to find a way to do muscles with just the moving geo, if that's at all possible. tresxwalkcycle.mb
  4. Muscles, and how to get them...

    Perfect, an agent node, so I was going in the right direction but I seem to hit a problem with it's import. Through a file node it will load only the mesh in it's rest pose. Through an agent node it will load the rig(almost success!) but then it will collapse the skin to the hip joint of the skeleton as seen on the first photo. Should I be baking the animation to the skin or the joints before taking it out through .fbx? I figured if it's bringing in animation through the rig it would be fine.
  5. Muscles, and how to get them...

    I guess a better version of my question would be then how would I get locators onto my rig in maya to export? Just constraining them to the joints and saving them out as an fbx? I can get the mesh out just fine, nice and clean in either an allembic cache that can get unpacked or fbx if I wanted to bake the animation instead of cache. But I can't figure out a way attach the muscle over moving geometry if I only have the geo.
  6. Muscles, and how to get them...

    Yes, I've watched both masterclasses on the subject but my rig comes from maya, and I can't find a lot of helpful stuff of how to get those rigs out with the animation and imported into Houdini. The amount of stuff that exists out there doesn't seem to be much, but I know theres a blog post buried somewhere with the information haha.
  7. How to change Smoke resolution

    In the smoke object in DOPS there is something called division size, you can set it to different settings like max axis to set the resolution of the smoke sim. https://vimeo.com/162636675 Steven Knipping has a good starter series for volumes. The entire series is amazing but the free one should answer your questions. he will be doing things in this tutorial that have changed since he released these tutorials(I think he used like 15.5 or something) so some of the pyro settings will be different but the ideas and workflow are still gold. Hope this helps!
  8. Ice fracture on a trampoline, what workflow would you use?

    If I understand correctly if you have the DOP selected as your active solver whatever you add from the shelf will add to that network, if you don't have one already it will just create one for you in most cases. But that's just from my experience. The only thing I use from the shelf is lights, camera and smoke trail 95% of the time.
  9. Hello all, I want to replicate the effect of ice breaking on a trampoline but I can't seem to get my head around the workflow for how I would go about it, the reference is here: https://www.youtube.com/watch?v=UxpM2D2i0o4 The trampoline part is easy enough, with a quick Vellum setup I got a decent result. The problem comes with the ice, as I figured, I don't know if it's best to take it through Vellum or an RBD setup. I need it to do a few things based on the reference, obviously the first shatter effect and then smaller breaks afterwords from repeated impacts. I don't believe Vellum can have a setup that consistently breaks down over time over the multiple impacts(unless it's just a very high res grain sim?). The Vellum approach is nice because of the speed of the result and the ease of use. On the other hand RBD is robust and I know there's information out there on breaking pieces into smaller and smaller chunks, but when I attempted to sim using a glass style fracture it would explode with the cached Vellum geometry under it. Any ideas or other threads somebody can point me towards to get my bearings with something like this? To create the ice sheet I would just take a stable frame from the beginning of the sim and fracture ontop of that cleaned piece of geo. Attached is the base file with just the trampoline sim, as my attempts with both the vellum setup and RBD was very cluttered and made the scene file harder to look through. I don't know why I always manage to bury myself in these weird effects but ¯\_(ツ)_/¯ I can't help myself. As always y'all are lifesavers and I can never thank you enough. Cheers. IceTrampoline_help.hipnc
  10. Ice fracture on a trampoline, what workflow would you use?

    Wow, thank you so much Noobini. I did want to do the divide and conquer on the sim but I just got stuck so quickly after I cached it and then did the "what now" sort of thing we all do sometimes. I even used the RBD fracture node to make the glass pattern on my first few attempts but it doesn't work on curved geo so I got stuck there too. I really need to work on my approaches, you made it so easy. I also never thought that hair could be used like that, but it's all in a days learning I guess. Again thank you, you've made my day much less stressful.
  11. Hello all, I've run into a problem that's been making me go in 6 directions and I can't seem to get any of them straight in my head. I have one cache that I want to copy to points that show up over time, I'm basically doing a running explosion like this https://gfycat.com/shinyhardanaconda When I copy the packed and cached sim onto the points the cache doesn't play with the offset of the points on the copied caches, so how would I go about offsetting each new sim on the new point. I've created a point attribute that marks the frame that each point gets created but I don't know how to connect that to a time offset or shift that would make it work on each point. Am I even doing this the right way? Anything helps, thanks.
  12. How to offset cache start time onto copied points?

    Thanks for your help, I guess the problem is on my attribute then. The attribute framestart I have now is just an integer for the frame that the point gets created on, which I don't have right but I don't know how to get the attribute to come up with the right creation frame on each point.
  13. How to offset cache start time onto copied points?

    But what do I stamp in and am I using the expression correctly? Do I put the timeshift before or after the copy node?
  14. Hello all, I've seem to run into a weird problem on my most recent project. One of my objects doesn't render, with a material or without. Yes it's in my force objects, yes it's a polygon mesh(unless vellum does something weird that I didn't know about). I tried switching the shader from the generic to another material but it doesn't matter. It will render my other polygon object, the ripples, and even the smoke sim later on in the sequence. But it won't render the ball, nomatter what I do. I'm using 17 just incase in matters. This is literally the last step of my project and I can't wait to see it done, but this silly thing has to get fixed first. Thanks for your help.
  15. [SOLVED] Mantra not rendering Geometry.

    Luckily we didn't have to, I figured it out. It was the good ol' put it in another empty geo node. It fascinates me how many issues can be solved with putting the nodes into a new geo node. Thanks for your help tho.
  16. Hola, I'm working on a fracture sim driven by impacts from particles, and where I can get the points to activate the pieces it hits for simulation it does not transfer the velocities from those particles onto the pieces. I've tried 3 or 4 ways around it and I even got it to work(by overwriting the "v" attribute in the RBD PackedObject) but there are still problems, like that the velocities turn into a constant velocity and that they start to ignore gravity. Thanks in advance for your help. BaseFile_ProofofConcept.hipnc
  17. RBD glue constraint problems

    My god it does work, thank you! Now I just need to find a way to transfer the velocity attribute from those same impact points to the rbd sim itself, any ideas?
  18. RBD glue constraint problems

    Hello all, I'm trying to learn through RBD by doing a sim where a fence gets riddled with bullets. I have the basic sim in place and where I think it all should be but when I sim it just explodes anyway instead of holding together. Attached below is the scene file because I'm truly lost. Thanks! FenceBreak_01.hipnc
  19. Hello all, Getting to it I have a camera in Maya with camera shake enabled. I know baking can only work if the Horizontal Shake and Vertical shake options have been moved from the background to the channel box with the Channel Control in the shape node of the camera. Once it's baked I export it as .fbx into Houdini(16.5 if it matters). But the camera shake still doesn't show up in Houdini. Also of note, I looked through the camera settings in Houdini and I don't find anything similar to a camera shake option in there, so maybe because there isn't a setting it won't use that baked information but I am truly stuck. For fun I attached the camera, don't know if it's useful but its there. TL;DR = Camera shake from Maya camera doesn't import into Houdini, what do? Thanks. Edit for all the people out there. The solution is to just not use .fbx. Just use alembic guys, it works. Hopefully somebody else in the future will be able to use this advice so they didn't have to be me scrolling around google for two hours. CameraExport_01.fbx
  20. Heyo, I'm starting on a new project and I ran into a problem that I can't play my way out of to figure it out. I'm looking for an effect like this Sand tires throw a bunch of sand and trying to get that result has been a challenge. Any ideas? I have been using a simple setup of particles emitted from a ground plane after impact with the ground but that won't give me the repeating trails all the way back. Instead it's a rather sad thing of a few particles flying off incorrectly Any help would be great, thanks.
  21. Viewport visual of smoke looks too low detail

    I've had this issue a few times and I'm pretty sure it's me now doing something wrong. I built a simple smoke solver from particles of feet hitting a grid. When I bring those particles into the smoke solver the smoke that it will generate will be really low quality, as you can see, nomatter how much I divide it down. Would the reason be a shading issue or a density issue? Thanks for the help! WalkingDust_001.hipnc
  22. Viewport visual of smoke looks too low detail

    Texture limit was set to 512 and HDR Rendering was already on.
  23. Timeshift not retaining color value for scatter node

    Hey me from the past, I'm going to kill this post now that's its been solved but it was a problem with how I saved out my .bgeo. The paint node needs dedicated point numbers to "stick" to the pedals. Creating a vbdfrompoly node and converting that back to polygons to cache out was where I went wrong as it doesn't save the point numbers when converted like that. So word of the wise, preserve the values that you need later before you move onto the next step in the process. Best regards, Me
  24. Hello, Small problem this morning. I have a flower in Houdini that's been cached out as a .bgeo file. The flower opens and is supposed to emit particles, which I'm controlling the location of emission with a paint node and a timeshift after that. Just following the tutorial, as you do. After the timeshift is a scatter with the Density Attribute set to Cd and after the scatter an Attribute Interpolate node so I can put the points back onto the moving petals to get a velocity from the points to emit water and so on. The problem is that the color value from the paint doesn't stick to the moving bgeo geometry and when the frame moves will break up the color, thus scattering the particles in a new way on every frame. Even a quick copy paste from his .hip file to mine doesn't work after I change the paint node to fit my geometry. Every value is the same and I'm confused. Is there a better or any other way to lock color values onto a cached bgeo file?