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kni8_2k

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About kni8_2k

  • Rank
    Peon
  • Birthday 09/16/1978

Personal Information

  • Name
    Alireza Razmpoosh
  • Location
    Seattle
  • Interests
    Blowing Shit Up !
  1. VEX Wrangle Attribute ptnum hidden

    THIS - WOW ! thank you for replying with this, because it was driving me nutz trying to figure out what was so bad about that simple expression.
  2. Dynamic Constraint Help

    I've Cross posted this with the sidefx forum. Mike had a chance to reply. https://www.sidefx.com/forum/topic/67671/
  3. Dynamic Constraint Help

    Hi All, Wondering if someone could take a quick look. I'm having a hard time trying to get these dynamically created constraints to stick to this animated passive object. is my approach wrong ? What I'm trying to do is Have the sphere hit the wall, then pull away some pieces like its stuck to it. I've seen several approaches to this, but have not seen it done on a passive deforming mesh. Which is what the sphere is setup to be. Rich Lord has a some great examples of sticking constraints on fully dynamic meshes. any direction would be appreciated ! dynamic_constraints_deformingmesh_17.hip
  4. Geometry force field for particles

    this setup has a set number of points as the rest (this could be anything...) and the same number of points as the goal. Then just moves one to the other with two types of advection : force, or Velocity. you can make this setup pretty complex but this is the bare bones of it. particle_bullet_solver_kni82k.hip
  5. Convert Scatter Point to 3D-Triangulation

    Have you tried the Particle Fluid Surface node?
  6. Packed RB Morph - from one shape to another

    Bueller ! Bueller ! Bueller !
  7. Packed RB Morph - from one shape to another

    Another thing that happens is that The Orient attribute is no longer valid when doing rotating objects in the Sop Solver. This makes export tools like the Houdini Game Shelf Useless. I would like to handle all the Goaling and orientation in a pop wrangle instead. Any thoughts on this ?
  8. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  9. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  10. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated. packedgeo_shapetoShape.hip
  11. Pivot Shift in RBD - SOLVED

    Looks like on the RBD Packed Object node i need to click on Solve on Creation Frame in order to keep this shift from Happening. This seems to have fixed it. Cheers Ali
  12. Pivot Shift in RBD - SOLVED

    Hi, I wanted to know if anyone has encountered this problem. I'm exporting rigid bodies from Houdini as Alembic to Maya, and noticed that when I convert that to Join animation in Maya there is a two frame shift at the beginning which puts all the pieces out of alignment I then thought this was from the script, but looking at maya I saw that the pivot was moving on frame 1-3 then staying somewhat stable. after blaming this on Alembic(lol) I went back to houdini and found that if you switch the dop import node to create points to represent objects. you can see the shift happen with the picture using a trail sop. This does not effect the actual sim geo, but is something that is happening on the underlying data. Which messes with conversion to bones. Does anyone know how to prevent this ? I've included a hip file. Thank you. pivot_shift_example.hip
  13. https://www.engadget.com/2017/03/16/declassified-nuclear-test-videos-youtube/
  14. Playground - Houdini -> VR -> RL

    Ahh yes, Thanks Francis ! I will actually be going 3 feet into the ground and using a concrete pour to make it all very sturdy !! https://www.lowes.com/projects/lawn-and-garden/setting-a-post-with-concrete/project
  15. Playground - Houdini -> VR -> RL

    Here is the final layout. I will have rails around the slide platform... I may add that in houdini later but for now I just want to move ahead with building this. Constructive criticism is very welcome.
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