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About jonidunno

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  1. animate line offset on copies

    This is a really nice approach too! Thanks @Atom appreciate the file!
  2. animate line offset on copies

    Interesting I never thought of using the sweep appreciate it @konstantin magnus !
  3. Happy Monday, I'm trying to figure out a way to have each line on copy to points grow as the carve animation brings in that point number for the specific copy... I was trying to transfer the attribute with color but then blending was not working very well. Any ideas or thoughts would be super helpful! Thanks in advance. growHelp01.hiplc
  4. OMG! you're absolutely right! Derp it was right in front of my face thanks for taking a look. Appreciate it.
  5. Hi, I'm trying to offset points along a curve with a specific p vector... I'm pretty close but it seems to be shifting the point count randomly when it animates? You can see where the problem is in the screengrab.... Here is a test scene any advice or help would be much appreciated. pointsTest03.hiplc
  6. looking for a tutorial

    You want to maybe try this... https://www.tokeru.com/cgwiki/index.php?title=HoudiniDops and look for RBD FOLLOW TARGETS v2
  7. Hey Timur, This might help you! particleEmmit02.hiplc
  8. It can be done! Taken from this method https://www.sidefx.com/forum/topic/59026/?page=1#post-265835 attached is something I made. Hope it helps... VellumPointDeform_002.hiplc
  9. Orient away from object

    Hey Konstantin, Appreciate it!
  10. You can try using a point deform after the sim like this... Hope it helps VellumPointDeform_001.hiplc
  11. Orient away from object

    Thanks! I will take a look appreciate you taking to the time to look.
  12. Hello, I'm trying to wrap my head around this... how could I have the orient of nearby points (possibly with a falloff) point avoid (point away from) a nearby object? My setup right now consists of copied points on a surface and would love them to directional rotate away from the sphere as it gets close to them... here is a scene file if anyone wants to take a stab! pointAway01.hiplc
  13. Attaching Vellum to a pop advection sim

    Well, that is a very simple solution! Thanks @Atom, much appreciated!
  14. Greetings! I'm trying to attach a vellum sim to a pop sim... The idea is that I first do a pop advection sim then attach vellum cloth to that so they collide and interact with each other... It's almost there, with one slight issue. It seems that vellum is calculating the particle point for every frame and I need it to calculate only the newer emitted (birthed) points... Is there a way to tell it to do so or is there a cleaner setup to achieve what I want? Attached is a simple test scene of where I'm at. Any help, guidance, or advice would be greatly appreciated! vellumParticleTest01.hiplc THANKS
  15. Sweep Control

    Here is a test scene where I set up two attempts. sweepTest_v001.hiplc