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rayman last won the day on October 31 2019
rayman had the most liked content!
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441 ExcellentAbout rayman
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Name
Pavel Pehlivanov
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Sofia, Bulgaria
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Hey Olivier, you can create custom id attribute per every instance point, transfer it to the geometry and then use it to pull the pscale data directly per-point/per-constraint using geometry wrangle, to update the thichkness/restlength. Maybe there is a more elegant solution, but it is easy to just bruteforce it like that (: vellumPscale_fix.hipnc
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Check this CROWDS_random_heading.hipnc
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Maybe a problem with your build - I just tested it and it was working fine. Houdini 18.0.287
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It works, you just have to solve it in order to see the result.
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here you go (i'm sorry for the off topic):
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Such a great release! It is an honor to find out that a little piece of code I wrote a few years ago is now a part of Houdini (: I stole it from this guy and just converted it to vex, so all credit goes to him : https://forums.cgsociety.org/t/slerp-function/1406236/4
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An option to turn off weight normalization when painting capture weights using Capture Layer Paint, so we can use smooth and reduce paint modes without the need to fix the unwanted weights produced by it. Post normalization is fine. Interactive one feels like maya in 1999 when it modifies all bone weights when trying to paint only one of them - it is even worse as there is no user friendly bone weights lock.
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They are not. You are comparing 2 completely different things - in one case constraints are starting to break - which means more free pieces to collide with = more impacts. Try the same experiment without breaking a single constraint - for example 20e5 vs 20e9. Do u see any difference?
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Get orientation / pivot from packed prims (Transform Pieces)
rayman replied to Snyder90's topic in General Houdini Questions
You can also try Extract Transform - it can convert the geometry transforms to point representation. -
Animation of RBD Packed Object informed by the simulation geometry it's affecting
rayman replied to tanzola's topic in Effects
Check this: sample_03_simple.hipnc First of all - before making a rbd sim make sure that all of your objects have proper names. I know you don't use constraints, but lets keep it consistent! No need for a sop solver, use Geometry wrangle - much faster and cleaner. Also it is a good practice to update the velocity when moving the position. Oh, and make the caps regular Static Object - you are gonna manipulate them manually inside the DOPS. -
export contraint network from DOP Network and active attribute
rayman replied to Juraj's topic in Effects
You have to do it manually. Plug the constraints into attribute wrangle and simulated pieces into the second input. Then use this expression: int pt = findattribval(1,"point","name",s@name); if(pt>=0)v@P = point(1,"P",pt); -
Why would they? Sop solvers are just wrapped dops. Removing them means that they have to rewrite the whole fx context inside sops for the purpose of not having dops or just removing the access to them which equals hcore. Both approaches are very counter intuitive - every TD wants to have access to the solver and the ability to modify it.
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This one already exists - it is called Houdini CORE.
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mylove1314 started following rayman
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FEM muscle external geo, Physical simulation
rayman replied to chovasie's topic in Animation & Rigging
For a Muscle to Bone use 'Attatch To Geometry' Vellum Constraint with predefined groups. For Muscle To Muscle - 'Glue'. -
Vellum constraints are using default points from the vellum object in order to describe themselves to the solver. Check the vellum constraint node : no matter how many constraints are created, point count is the same - there are only new primitives created. Connect Adjacent Pieces on the other hand may or may not change the point count depending of the type of connection. From the three methods only Adjacent Points could be used with Vellum.