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dyei nightmare

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dyei nightmare last won the day on August 12 2017

dyei nightmare had the most liked content!

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About dyei nightmare

  • Rank
    Houdini Master
  • Birthday 09/30/1981

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  • Location
    León México
  • Interests
    Film Making

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  1. rotating eyes without gimbal lock kinda problem?

    another problem is instance() vex function distorting gemetry, mestela says here that you have to normalize, but that doesnt fix the problem in some cases https://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Rotate_with_a_matrix
  2. rotating eyes without gimbal lock kinda problem?

    im kinda finding an answer, and yes based on the file
  3. whassap, im trying to build a setup where you build a eye rotations, but the problem i find with is that rotate() which seems to be the more viable way, presents 2 challenges when i try to use it: 1.- using the axis normally and rotating with radians: i dont know how to do a smooth interpolations in the axis to turn the eye whichever i want. 2.- using the axis to align the eye so you just playing around with radians: causes a snap effect, that reminds me the gimbal lock like issues, and thats the case of this example from @mestela. https://www.tokeru.com/cgwiki/index.php?title=File:Eyeball.hipnc if you look each eye is "snapping" because the axis determines the orientation, or im wrong? so do you know how to rotate at which ever direction with very smooth interpolation? im trying this type of things: v@inidir = set(0,0,1); v@pt = point(1,"P",0); 3@ident = ident(); 3@secdir = dihedral(@inidir,@pt); f@dist = 1-distance(@P,set(0,0,0)); 3@sl = slerp( @ident, @secdir, @dist); p@orient = quaternion(@sl); matrix xform; @N = 0; float scale = 1; float postrotation = 0; xform = instance( @P, @N, scale, postrotation, @orient, @pivot); @P *= xform; as you can see in the code, im trying to rotate with dihedral and with a falloff decay effect, and then using instance to set up a pivot, but this isnt working. this isnt giving the answer because dihedral() and lookat() by it self arent the full matrix set up, but then which one is the apropiate set up? and all this is not because the eye itself, but the eyelids, basically the question is how do you setup eyelids in a procedural way?, because they belong to the full mesh, but have to be transformed with a very smooth falloff, and im not using blend shapes because im not using skeletons, is part of a procedural crowd.
  4. vellum question

    found the answer, was connected in wrong output, and i blame the magnetic wires think in network, view, houdini trying to guess where to conect everything is just wrong.
  5. vellum question

    can you tell why this vellum set up doesnt work with dopnets but it works with a solver in sops??? vellum_for_od.hip
  6. Vellum's pin constrain optimize??

    Im developing a pin contraints set up, i have like 19 geos configured as solid, but its taking so long, do you know a way to optimize vellum sims? Also i was thinking on asigning an specific pos with a falloff via sop solver, could it be faster? but a dunno if that could work
  7. what do you eat to be a vfxtd?

    but why
  8. what do you eat to be a vfxtd?

    i dont think a lot of coffee is good for concentration
  9. Epic Games Invests in SideFX

    yes, i wonder what it means for sesi this investment
  10. Vellum "instance on points" and pscale

    i have the same problem
  11. jellyfish

  12. what do you eat to be a vfxtd?

    whats up... what do you eat to be a vfxtd? I was programming this morning and felt that I lacked concentration because I did not have a good breakfast, so I asked myself what could be more convenient to eat when you are a programmer, looking for it I found that it is advisable to eat nuts, oatmeal and chocolate. because even though we are mostly sitting down, this implies a good mental effort when you spend a lot of time on this. so, in your experience what food have you noticed that benefits you when programming?
  13. path deform's rigidity not very clear

  14. path deform's rigidity not very clear

    @Noobini whoaa! no, no, dude, maybe im not explaining well my self, what mean, is that i had this misconception, of what i needed, i didnt uploaded any file because this issue has a good explanation, you see, what i want to do is to make a dinamic offset on v, where the major curvature is smoothed, but this isnt a path, but just trajectories of v, so im thinking in another solution based on calculate curvature of v and smoothing its trajectory so it doesnt bend a lot,
  15. path deform's rigidity not very clear

    thanks just found that this feature isnt helping with i want, i though it was a feature that helps you to not deform in an unaceptable way with lines with high curvature, what i need is a way to give to the model a stiffness so it doesnt bend a lot, but this feature what is doing is just reposition points acording a float value what ever it comes from, it is a remapper of the position, what need is some feature that prevends extreme folding or extreme bending in a very curved line, lets say like a strech stiffness