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    Peon

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    Pola Lenta
  1. Thanks for your help, but how would I integrate an automatic time offset? The rotation x of bone 2 should take place 2 frames later than the rotation X of bone 1 and so on. I wanted to avoid Curve IK because I have a lot of tails in my scene. And my plan would have been to control all of them with only the first bone of each chain. These animations should then be transferred to the remaining bones with a time delay.
  2. I am working on a simple Kine FX rig and would like to control the tail of an animal by keyframes of a single bone. The animation of the first bone should be transferred to the other bones with a time delay. I have tried to transfer the techniques shown here to my rig: https://www.tokeru.com/cgwiki/index.php?title=HoudiniChops#Stagger_and_offset_bones but unfortunately, I fail to import the channels of the rigpose Node to a Chops Network and link all the rotation values there. Does anyone have a tip for me on how best to go about this?
  3. Thanks for the example anim. It works like a charm and is much cleaner than mine of course. The vex code wasa bit hard to follow, but I could still transfer your techniques into my scene. Arnold does not support light instancing at all, as far as I know.
  4. Thanks a lot, but how can I get the correct N vector? I used orient along curve to give the point the correct orientation during the animation. However, I fail to apply it to the Normals. No matter what I do, N always aligns itself parallel to one of the scene axes. And so does the light. I’ve attached my scene if you or anybody else want to have a look. The point Lamp_Example.hiplcwhere I would want to attach the lamp can be found in the green colored network box.
  5. I would like to attach a light source to a swinging suspension lamp. Unfortunately I can't figure out a way to transfer the animation of a point representing the end of the cable up to the light on scene level. Light instancing is not possible in this case and I don't want to use light geometry. Please help.
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