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karanjaura

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About karanjaura

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    Peon

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  • Name
    Karan
  • Location
    Japan

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  1. inherit velocity RBD Packed Object

    Hi Guys, I am in the same situation but in a different way, the thing is my fractured pieces have constraints on it which I am breaking in dops, bringing in the velocity in thru sop is not working as it keeps on adding every frame. How can I get the initial velocity which I am setting in sops to work in this case ? Would really appreciate if anyone can help me with this. Cheers Karan inheritVel_Test_v01.hip
  2. Wispy Magic FX

    Hi Dani, I would try it with FLIP sim with various levels of noise field applied, see if that takes you somewhere. Cheers, Karan
  3. Offset time on Copy to Points

    @toadstorm Brilliant !! It worked, thanks a lot.So setting the index back to 0 was the key right ? If you don't mind me asking, how can I attach different wedges of the pre cached SIMs on this ? just by standard switch node or can it be done thru this setprimintrinsic VEX. Thanks again for your help !!
  4. Offset time on Copy to Points

    @toadstorm Thanks for your prompt reply, I tried doing both but still no luck ,Im attaching the hip file and connected data, would really appreciate if you can take a look at it. Thanks a lot !! feetAnim.abc footDust_Pts.zip footDust_RnD_v02.hip grnd.bgeo.sc
  5. Offset time on Copy to Points

    Hi Guys !! I'm running into a similar situation but couldn't make it work, I have a pre cached SIM which I want to attach to the points when the character is running ,I do have the startFrame numbers which I want to use in the Shift to Frame field of the timeblend sop ,but how can I do that ? I tried the setprimintrinsic(0, "index", @ptnum, @startFrame, "add"); VEX but its causing some random flickers. Would really appreciate if anyone can help me out. Cheers Karan
  6. Multiple Wire Objects with Wire Glue Constraints

    @Librarian This looks cool, where can I see this example ?
  7. Multiple Wire Objects with Wire Glue Constraints

    @Deviner I was hoping there must be some way to do this in wire solver , seems like I need to do this RnD in vellum now.
  8. Multiple Wire Objects with Wire Glue Constraints

    If you see my hip file I have used points groups and in wire solver then called in those groups in the wire glue constraint,I haven't defined any attrb in sops but still everything is smooth till sub branch level, but beyond that it starts complaining. Really ? not sure why its slow,I can run the full sim here within few seconds.
  9. Hi Guys, I am doing some RnD on Tree Sim but running into issues in wire solver which has multiple wire objects and wire glue constraints, everything is fine up till 2 levels i.e bigBranches and subBranches but the moment I bring in twigs and subTwigs the constraints go crazy. Can't figure it out what is causing this problem, can anyone help me out in this regard ? Attaching a simplified hip file and curves bgeo for the same. Would really appreciate if you guys can have a look at it. Best Karan treeCurves.bgeo.sc treeWireSim_ODFORCE.hipnc
  10. bullet metal bending by constraints

    Hi did you have a look at this thread ?
  11. Foe Each Loop Metadata Value Access

    Thanks a lot Jiri, it works like a charm
  12. Hi Guys !! Running into some issue here, as the attached image describes, how can I access the name string attribute showing on value parameter of Metadata.? Would appreciate if anyone can point out my mistake or tell me the way to do it. Best K
  13. Ocean Shader with Layer Mix

    just managed to fix it
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