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About chovasie

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  1. This looks really nice Rob! Glad to see the thread still alive! T-rex sim looks great! Cheers! V
  2. I continued testing muscle / tissue system but now i have some new questions if someone with more experience can answer me. First one is pretty strange. And it's about warning that i get if i reopen scene with Frankeen muscle, that give me message like this : Problem with schronizing child node: Skipping unrecognized parameter "createvarmap" inside connectivity1 node in frankenMuscle. Looks like some parameters are lost after scene is closed, and houdini cant find them on reopen. Scene after that start getting really slow, and usually cant rebuild muscle properly... So it's kind of a problem to continue working on same setup. Other thing that is somehow strange to me is that solve is slowed at least 20 times, if not more, if you have bone object inside tissue simulation. Maybe i am doing something wrong. But i would not expect to get that much of slowing down in simulations like this. One physical muscle, in tissue solve... i get 60 fps solve. twice realtime. If i add just one bone object in tissue sim, it takes 2-3 seconds per frame... Here's simple scene that will recreate both problems... If i open this, i will get 'ceatevarmap' warning... second, if you toggle, 'include bones' in tissue solver, you can see difference in solve time. Someone had same problems with this so far? Cheers, V tissue_with_bones.hip
  3. Hi there, Here's some older scene of mine while i was on the subject. It's pretty simple once you get your head around it, but can be confusing at start. Here's scene with pigHead rigged, as input animation. I used twist deform instead bone rigging to avoid skin painting. After that, deformed mesh is used as input in FEM solved mesh as 'Import_Target_geometry' mesh. Take a look in autoDopNet/geo1/Geometry tab. Also i had to make custom paint, and feed color to stiffness attribute, to make some parts of mesh more stiffer than other. You will see ears, and nose flap more than rest of mesh. So you have it. Rigged mesh, as input, and FEM solved geometry after that, with collisions and dynamics. Also, i am not sure is this best way to do it, it was just some fast test, and my way. It's made in H15.5. I am sure some things are changed now in 16. So you better open in 15.5 version. Once you understand how it works, you can easily translate it to 16. Hope it helps, cheers! C paintStiffness.rar
  4. Muscle controls

    Yes, As John redirected you, custom muscle shape is possible atm. And i must say it works great. You don't need to feed all muscles in "Geometry Sources" of Franken muscle, instead point it to your custom geometry, but leave Rig sources from your input muscles. Also switch to "Physical simulation" so you can use collisions, and give it collider. In this playblast, just sphere behind sternum is collider. This is just fast test after John explained to me, but start to look decent. I still need to experiment with muscle placement that guide my geometry, number and point deform settings, but i finally got some progress. Cheers, V pectoral.mov
  5. John, thank you for reply and making these things clear. So far i am still goofing around with different approaches and trying to find something that i am used to, so i was not sure is "my way", right way to go. I will try with Franken muscles cluster as input, and see what i can get with that. So far i just used one single muscle as rig for my custom shaped muscle, but that was far from what i need. It can work for some muscles, bicep and such, but for multy point attached muscles like pectoral muscles, it cant. Also i managed to make "Ziva" way to work, with FEM muscles, and animated target geometry as input, but that was too much work to do per muscle, and a bit slow to calculate imho. Thanx for help. V
  6. Hi everyone, I started playing with muscle related features in H16 and it looks great so far. But i am not sure is workflow i want to achieve right way to go. I am interested in custom poly modeled muscles, converted in FEM and simulated like that. I spent lot of time working with Ziva FEM muscle system for maya, and i wonder if similar workflow is possible here. Is possible to pin key muscle points to animated bones or other muscles, and have rest of the muscle simulated? I would like to avoid generated muscle rig for input animation and use Physical Simulation mode. Any tips? Picture should better describe what is my aim. Later i would like to use low res simulated muscles to drive hiRes muscle geo, that will deform fascia / skin layers. Cheers, V
  7. Is there a way to transfer color values from vertex on poly object with uv to texture in COP? I would like to source and sample vertex color values from tension sop that i made, and use that in cops to multyply texture driven displacements on places where i have comression in rendertime. I just cant find way to do it. Friend found a way with qlib and uvcloud but i would like to see is there a better way maybe? I can send sample scene if needed Cheers
  8. vopSop time/frame

    Yap i just got back to delete thread..i got it after few min, but you were faster! Thanx anyway! Cheers
  9. vopSop time/frame

    Hi, I was wondering, is it possible to put key frame animated geo in vopSop, and then get for example, point position from previous and current frame? I see there is frame ant time attr in global inputs. But i didnt find a way to use it to get informations that i need. Anyone? Cheers, C
  10. 5th input in vopSop

    Thanx! That solves my problem. Cheers! C
  11. Is there a way way to import attr's from more than 4 objects in vopSop? Cheers, C
  12. Cached RBD solve skipping frames

    Look slike its display problem... i switched viewport display driver on H11 and now works fine... :/
  13. Cached RBD solve skipping frames

    Im sure my topic is not best in the world so i'll try to explain my problem. I have voronoi boject that i need to blow up. I made simple particle animation and im importing particle velocity in DOPs with Force. Because animation is too fast i want to change my settings to 250 FPS to see details in blowUp animation. I did that and everything works fine and im happy with animation. Problems start when i cache that simulation on disk with File Sop and import them back in another GeoSop. In details view everything looks ok, i have all geo, and attributes for every frame. But in viewport some frames are not visible. from frame 1-3 everything is ok, than nothing from frames 4 - 15 and after frame 15 again geo is visible. If i export that to alembic, and than import in maya, all geo is there on every single frame. I get that same cache back in Houdini, again i have blank frames. I tried test with standard 25 FPS and all frames are there and there is no problem with blank frames. Someone know what im doing wrong and how to get around this? Thanx, Chovasie
  14. why this dont work in H12 anymore?

    Hi again! I reported a bug few days ago, and i got replay today that is actualy working in new daily builds. here's past of message i got from SEF: "It seems to be working properly in 12.1.52 also. Can you please upgrade to our latest build? Cheers, Support " I installed new daily build and im not sure why, but not working again. :/ Can someone try this on windows or something? Im not sure where the problem is, and how can work for them and not for me... I tried in 12.1.33 and in 12.1.52 as well... same thing again.. Now im not sure did i messed up something or what, but it's not working for me even after update. And just once more, it works on H11... Thanx! C
  15. why this dont work in H12 anymore?

    Thank you guys! i'll report this asap. I use this function a lot but wasnt sure is something changed in H12 so this wokrflow need to be done other way or it's a bug. Right now we know it's a bug at least. Thanx for your time! C