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revelationsr

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About revelationsr

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    rev
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  1. putting attributes in nodes

    Wait never mind I fount it. the "point" command.
  2. I know this is a silly question. But I don`t know how to word it to find a answer in google. I found that sometimes when I create an attribute and I want to put it in a node. The node does not seem to accept the attribute. For example. I create an float attribute "@something". "@something" has a random value between 0 and 1. Then I want to put "@something" in the "First U" in the carve node. But it does not work. It gives me the error. "local variable "something" not found". I know this is a simple thing that I am missing. Cheers
  3. Vop mix between many inputs

    Boom! perfect. I knew there had to be something. Thank you
  4. Vop mix between many inputs

    In the simplest terms. I have a polygon. 4 points. Point 1 = current frame point 2 = frame -1 point 3 = frame -2 point 4 - frame - 4 So. I use a timeshifts to create attributes that stores the point position for frames -4 to current.
  5. Hello So we all know the mix node in a point vop. If you feed in two sets of point positions. Then adjust the mix. You basically created a blend shape between the to positions. Well. What if you have several position. So I have a animation. I save the position of the last 5 frames. How would I setup a mix to run across those 5 positions. For example 0% = current frame 20%=frame -1 40% =frame -2 and so on...... So I can paint an attribute and have different parts of the animation lag behind by different amounts. Cheers
  6. copy intrinsic matrix (almost there)

    There always is an easier way isn`t there! Bugger me.
  7. I have this scene meant to work with this alembic. The idea is to create a packed primitive and copy them to the locations of important geo. Matching location, rotation and scale. I am almost there. I am just having an issue with coping the rotation and scale matrix. In the "primitivewrangle2", It only seems to fill in the first float of the matrix. test.hip exportTest_v01.abc
  8. edit a string (path from maya)

    Cheers! I will try it when I get into the office in the morning.
  9. /grp_base_objects/pSphere1_001_001/pSphere1_001_00Shape1 I get a object from Maya. Here is the path. How do edit it from that to this. pSphere1_001 I will have a few hundered objects coming in. I need to be able to pull the name out. I am sure there are really handy tuts out there that will show in detail how to edit strings procedurally. But I cant find them for the life of me. Cheers
  10. make packed primitives from imported GEO

    I have added an example scene. This is a very simple build that only has spheres and cubes. Though the final may end up with hundreds of different base shapes. Under the "grp_base_objects" will be all the objects that are meant to create the packed primitives. Under the "grp_finalModel" are all the objects meant to become a point cloud and replaced by the packed primitives from the first group. I hope I have explained myself well enough. exportTest_v01.abc
  11. make packed primitives from imported GEO

    Hello. I have been tasked with something and I am unsure where to start with it. The team will be modelling something in Maya. This model will be made up, mostly, by repetitive chunks. Think lego blocks. The chucks are snapped together to create a much larger structure. How ever it is feared that this will result in a silly amount of RAM being used resulting in the farm falling over. So I must create something in Houdini to "revers engineer" these chunks and replace them with a point cloud of packed primitives. What I should be getting from the modelers are every chuck type at the origin. The chuck names (in maya) will be the same as those used in the model. So that can be used to identify which chunk belongs to which piece at the origin. Then I need to create a point cloud that remembers the position, rotation and scale. Any thoughts?
  12. Hello. I have a scene where I need to animate a object with stretched skin over it. So the skin needs to slide over it. Vellium is not quite giving me what I want. The object slide underneath but is not pulling the skin surface. So I added a edit sop. In there is a function "slide on surface" which alows me to add tweaks on top of the simulation. Pushing a few points where I would like them to be. It works very well. The problem is I cant animate in the edit sop. Is there another function in Houdini that would left me slide points along a surface and let me key it? Cheers
  13. I have a jacket I want to simulate. This jacket has a zip running down the front. The modeller who created the jacket has not left the line of edges where the zip is meant to run sperate. All the points are merged along that edge. I have been told to simulation this jacket as if the zip is open. Now I cant to this because these edges are all merged. What tool in houdini will let me take a row of edges on a GEO. Let me separate them. So vellium will see it are two separate pieces of cloth? Cheers
  14. vellium attract to matching GEO

    Hello. I have a vellium cloth setup. I have several pieces of GEO. They are all have a "piece" attribute on them. I have moved those piece to another location. I would like to know how to setup connections between them based on the "piece" attribute. Or maybe based on matching Geometry? I am sure either will work. Cheers
  15. cloth constraint break threshold missing.

    Hello. I have this scene. In it I need to have an "attach to geometry" constraint. At some point in the scene I need them to break. I planned to trigger it using the "break threshold" attribute. From what I understand. This attribute should be generated when I tick the checkbox under breaking. This attribute does generate when I set the constrain type to "weld". But not for "attach to geometry". Am I missing something here? Cheers
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