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NoaX

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    Nelson Noa
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  1. @animatrix So with the pre-rot I can 'bend' the line, and manipulate it, of course. But what I'm trying to do is take the incoming '3x3' orientations, and blend them with a gradient map. Maybe I missed it, in which section of the video do you use that?
  2. Hey everyone, I sometimes get confused with rig-wrangles. I'm trying to do a simple operation which I do all the time with the p@orient, but instead I want to do it on the incoming rig orientations. So here is the problem: I have my 'line,' and you're seeing the kinefx 3x3 transforms, my goal is to simply have the ability to 'rotate' them based on a gradient. Like this (with an orient example)
  3. Hello! Currently working on a Kinefx project and need help with some hand rigs and motion. If this sounds like something you're interested in just send me a message!
  4. Hi everyone, Does houdini have a way to copy the easing of one motion curve to another? In AEP we have this I can't seem to figure this out for Houdini, any tips?
  5. Hey everyone, I'm trying to update an old-bone setup to kinefx workflow and I'm a bit stumbled! (To me this seems like a fairly basic setup, yet unusually complicated so I might be missing something) Step 1: Comparing Blender to Kinefx, and bringing over that workflow to Houdini: Here is a screenshot of a cover-rig in blender, (and here are the steps Cover rig ) Step 2: (Houdini Version) PROBLEM: I have 3 ways to rig this that I know of, I could do a captured packed geo but then I'd lose the deformation of the edges like the blender example, so that won't work. Option 2, I can do a capture by Harmonic using tetembed or tet conform.. but I have to paint my weights and can't seem to link 'top cover bone,' to 'top cover mesh,' like you can with Blender. And lastly, we can use capture by proximity which always works but you have to fiddle with the tolerance and the result is not clean as the Houdini system is guessing an approximation. What is the proper workflow for this? book_cover.hiplc
  6. I've been able to solve this using packed-transform, which I had overlooked! But still curious to see other solutions.
  7. Hey everyone, I have a bit of an interesting challenge here, and would love to see if someone has a better approach than mine to achieve the desired result. You have a series of geometry that is being 'birth' at random points, at random frames as such: The desired result is to identify when the pieces are born, and scale them from each-points center, 0-100% for 24 frames. (Open file I have an example of desired results) FILE: post_scale.hiplc thank you!
  8. This is a clever way to do it, after taking a nap it seems so obvious! Thank you - let me see if I can add something else here for others in the future who face this problem!
  9. I was just trying this same exact thing today, I ended up having to build my own pyro-spread in vex.
  10. Taking a look! And thank you, The idea is to copy for example a sphere to each point, but have the sphere exist for only one frame so that I might use it to emit RBD
  11. I have a line a point that is animated, and over time they are added inside a group based on criteria. I'd like to store the frame at which the point is first added to the group, and delete this point. It seems so simple, and frankly embarrassing I can't solve easily - I have tried solvers or perhaps hardcode an age to the points.. but no luck! delete.hiplc
  12. Hi Oddforce, I've been struggling with what I think should be a 'simple,' RBD problem. However, it's worth exploring and could not find any solutions through usual research. I came across this effect by Mykolas and it appears that there is a based deforming geometry followed by a fracture, I also cannot detect any 'switch,' of geometry. Therefore it is safe to assume it is all been processed inside on solver. lerp_oddforce.mp4 fracture_oddforce.mp4
  13. Which render engine are you using? If Redshift you can use OSL: https://github.com/redshift3d/RedshiftOSLShaders/blob/main/Iridescence.osl
  14. Hello, I need a way to fracture GEO recursively/dynamically using the RBD material facture (No clipping, or cut); (I have built and seen methods for splitting boxes using a loop inside an SOP solver inside a DOP, but have not seen a version using RBD material fracture or the new RBD bullet solver sop) Here I have a basic setup with gravity and rocks crumbling, I've added an attribute transfer to visualize a green zone in the middle. The goal is to say, at frame 120 (Or any random frames) for anything that's green or inside a threshold to split into new parts dynamically while retaining the settings of rbd material fracture if possible. Rocks in green 'split into new rbd material fractures,' rocks without color remain RBD but do not split. Ideally with the RBD bullet sop solver, no DOP network approach. procedural_fracture.hipnc
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