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hi_dini

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Posts posted by hi_dini


  1. 6 minutes ago, anim said:

    I think that's just the visualization of connections to the piece's center of mass

    he may have them off in the tutorial

    you can find the option on your Constraint Network DOP (or alternatively also on each constraint relationship node like Hard Constraint DOP)

    it' in the tab Guide Options/Show Object Link

     

     

    Thanks for reply, I checked the option you mentioned.

    but His options is turned on and mine is also :( ..

    and I checked my scene at Houdini 16 version, and It shows me a same result (still has difference with the tutorial).

    I think I just missed something hmm :D


  2. Hello :D

    I just followed tutorial about Bendint Metal using hard constraint. (www.youtube.com/watch?v=38RhntxXcMI)

    and had some problems with setup hard constraint and need your help TT

    image.png.30951cb6ff6885130d9ab1930f90e9e4.png

    In my scene, I setup my hard constraint like left screenshot(red lines).

    and just like the tutorial, write vex codes for make hard constraint where middle of each constraints.

    image.png.e92d015ca6ede172320eb63e72dc6e4a.png

    This is guide geometry of constraints in dopnet.

    Left side is the tutorirals constraint one and right is mine.

    Modeling is different(I create my modeling my own), but I don't think It makes those difference in constraint.

    I set up Rest length option same with tutorial but what are those additional constraint points ??

    image.png.e38de065ddbe70855e8493cc9212f079.png

    I think those points causes difference with the tutorial so I need some helps to get rid of them.

    How can I get rid off them ?

     

    Sorry for my English TT

     


  3. On 2019. 1. 11. at 11:50 PM, anim said:

    it is not, 1 that you are seeing and expecting is a point number

    you can't display linear vertex numbers in the viewport natively, you can just create vertex attribute like i@lvn = @vtxnum; and visualize that to see them

    essentially they are continuous numbers where first vertex of each primitive is No. of vertices of all previous primitives, second is that +1 etc. so linearly increasing numbers as if you were counting all vertices in the whole geo prim by prim in order

     

    if you want to get 1 as you are expecting use primpoint(0, @primnum, 0)  or primpoints(0, @ptimnum)[0]

    Thanks for reply :D I understand !! Thank you !!


  4. Hi :D

    I'm just stuyding Houdini and have some problems with VEX function named 'vertexindex'.

    as I understood, It makes 'a linear vertex' from primitive and its vertex.

    and so arguments need @prinnum and vertex number.

     

    1.PNG.595dcc8682c94c788e1d7b59b3cdc780.PNG

     

    But Look at this screenshot.

    Pink number on shot is primitive number and the number behind of it is return of vertex number 0.

    I wrote the VEX code as 'i@hi = vertexindex(0, @primnum, 0);'

    I put 0 in third argument and I expected the result as 1 in primitive 1. because It's No.0 vertex is 1. isn't it ?

    but the result was 4.

    I'm so confused with it T_T

    Help me wizards !!

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