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Found 220 results

  1. I manage to find a realistic way to position a train properly on a track. (see file attached) Wagon cannot simply be copied on an animated point on a curve as the centre is offset-ed in turns realistically. A path deformer is out of the question because of the deforming geometry This is my solution. 1) I created a 2 point line for each wagon 2) I path deformed the result 3) created a single point for each of those deformed line to copy each wagon onto, with proper vector for the wagon alignement I feel it is very complicated and i am curious for a better solution. If anyone interested to give his input. train_realistic_track.hip
  2. Hello! I have this two models, one of them is an animated mixamo fbx of a character doing a spin-attack with a sword, and the other is a katana, the mixamo model doesn't have the sword, just the hand open like holding something. I isolated some points on the hand, got the centroid and created a point there, subtracted the position of two points in the palm and the transfered that vector as a normal to the central points where the sword will be, so its aligned to the hand, kind of. This worked for the first frame of the animation but get it comes to the spin the sowrd just keeps the same angle as in the first frame, the long of the sword is correctly oriented but the blade-side of the sword doesn't follow correctly the orientation of the hand. I'm still learning houdini and I for sure missing something and I don't know how to really look up for this anywhere else. Thanks. Here are some snaps: https://gyazo.com/f6dac5288ed223ac63a6ccea8b69fce5 https://gyazo.com/018df6bf2b990d3a9cd2cb8f2b0aff6b https://gyazo.com/0e6803c89574a2899cc7c4ecf005e8fa https://gyazo.com/1f886158016b065d9fca1400ffa4e380
  3. Hair Guide Transfer Issues

    Hey guys, I'm still fairly new to Houdini and I am trying to make a hair sim for a character on a short film I'm on. I have created my groom on a static mesh of the character and I want to transfer it to the animated mesh. I've imported an alembic cache from Maya, matched topologies with the static mesh, cached that matched mesh out, then brought it back in. I want to transfer the guides to this newly cached mesh, but when I use the guide transfer node, it creates multiple instances of my groom and scatters them around the space. I have also tried the vellum constraint option "attach to geometry" with only the root points selected, hoping the rest of the curves will follow but only the root points moved. Not only that, but they didn't spread across the mesh to their correct position. At this point, I'm not really sure what to do anymore. Any recommendations are welcome. I can attach the file too but I'm not sure if that would be much use since you would need the cache files too.
  4. I am trying to animate the rotation and position of transform node inside of an object. The keys seem to be forced to linear interpolation and I can't seem to convert them to anything else or modify the handles. I can see and move the handles but they don't change the curvature of the animation spline.
  5. Hi all! I have very long string of different, fairly poly heavy, CAD models put together. I'm animating these along a curved path, and the path itself also has some animation on it. I've been using the Path Deform SOP from the GameDev toolkit, and it works, but is dreadly slow on such a long and complex object and millions of points. And dealing with adjusting from client feedback, it makes it really hard to iterate on. So.. just looking to see if anyone could think of some optimizations techniques? I was thinking to use a low poly string. Animate and adjust, having some workable feedback, then transfer that animation on to the high poly string - but not sure how to approach that. Edit: I can of course replace the low poly with the high poly at the end, but it takes 4-5 minutes to calculate per frame. So just looking to see if there are other approaches. Point deform is close. It really fast transfers the high poly to the low poly mesh, but it deforms the source too much besides just following the spline. Still tweaking on this to see if I can get acceptable results. Any tips and suggestions would be greatly appreciated. Thanks!
  6. Hi, magicians! I already broke my mind trying to solve a simple problem) I created a point infection system and for every point I copy the geometry so I want geometry to grow from every new point. It seems that I need to associate the pscale attribute with the time attribute, but the pscale grows constantly in time which is logical. In addition, all new points grow from the existing @Time value associated with the @pscale. So how can I make growing @pscale in every new point from zero and stop after few frame/time with little random pscale? Or I think it’s wrong and I need to change the approach. Maybe try to animate the uniformscale in the geometry itself through some expression? I would be grateful for any advice
  7. How to shatter animated objects?

    Hey there guys! I was playing with a little Mixamo animation I downloaded. The animation consists of a dude falling down, I want it to fracture when he falls down and have a little control over that. So I tried to import the Mixamo, convert it, file cache it and apply a simple RBD glued sim. I changed the source to be a deforming active object so the shattering applies to the animated mesh. I tried to play with the glue parameters to have more control over when I want the guy to shatter but the only results I'm getting are crashes, so I obviously think I'm missing something. Here I attach the file and the fbx. Any ideas? Thank you! Trapo. shattering_animation_01.hipncFalling Down (1).fbx
  8. Recent work from Chinese animated feature 哪吒 (NeZha), I was responsible for creating and rendering of the water effects using Houdini flip to build a guided system for water and render in Mantra, final compositing done in Nuke.
  9. I'm using a POP VOP to add some noise to my vellum geometry, but it keeps sticking to other geometry when it collides. I assume this is because the geometry is displacing before Vellum can catch it, and by the time it does it's already intersecting. How can I make this work correctly?
  10. Hello everyone, (This is copied from my post at Sidefx's Forum: https://www.sidefx.com/forum/topic/69881/) I have created a rig (and character). I'm trying to use the Pose Library to save my walk-cylce and other animations. Sadly the captured data is all wrong. Parameters like the FK/IK Sliders in my HDA get captured wrong. Several Sliders that don't have any values for some reason get all assignes values. I feel like it tries to capture more than the parameters of my HDA. I have already tried the different capture settings from the Pose Library. It only works when I bake the keyframes, but that would be problematic to work with. I'm on Windows 10 with Version 17.5.391 I sometimes get these Warnings in the Console: Qt Warn: QSortFilterProxyModel: invalid inserted rows reported by source model Qt Warn: QWindowsContext::windowsProc: No Qt Window found for event 0x1c (WM_ACTIVATEAPP), hwnd=0x0x70070. Qt Warn: QWindowsContext::windowsProc: No Qt Window found for event 0x1c (WM_ACTIVATEAPP), hwnd=0x0x3100be. I attached a file with the animated bones. Thank you all very much! (Since this is my first rig in Houdini, I also appreciate every other improvement you might want to add) Rig_Sharable.hiplc
  11. Hi everyone, Can you please share your most efficient way of loading an alembic camera? I'm working with 2 alembic files (animated object and camera) and I'm trying to Object merge them in a new Geometry node so I can use the Timeshift node to offset their animations. I can see that it's working in the viewport(I'm seeing the camera and objects move at my specified time) , but I can't think of a way to look through the "camera" from the object merge. The goal is to control the time offset of many assets using 1 node. I guess I'm generally asking for the best practices while working with alembic cameras. I'm currently learning Houdini and I realize my questions can be disoriented,but any help would be appreciated, there's not much about alembic cameras in the documentation. Cheers!
  12. One seemingly hidden feature in Houdini is the power to attach expressions to time segments between keyframes. In this tutorial, I'm going to show you how to harness this feature to create your own custom interpolation model. We are going to make our own full-featured overshoot f-curve, which will read the incoming channel velocity and create and oscillating motion that exponentially decreases until it arrives at the exiting keyframe value. This tutorial is intermediate to advanced level, with most of it being done in python. Later, I show how convert the code to HScript. Coding experience and familiarity with Houdini is assumed. Houdini Version: 17.5 Level: Intermediate-Advanced Prerequisites: Python/HScript Running Time: 37 Minutes You can buy the tutorial here: https://gum.co/OHlDB
  13. Hi there! I have this problem I need to fix. I imported a fbx animation that has 375 frames and need to chop like a lot, just need from 320 to 375 for making one of the objects a vellum grains of another kind of grains. Im new to Houdini and Im dealing with a lot of doubts like doing this. Is there a simple way? The thing is, when I try to simulate this object it starts from frame 0 and all those 300 frames are not needed. Other way I could make this out is enabling the vellum solver at frame 320 but that is something Ive been having problems with too! Please if anyone could help me out here it would be awesome, there's so much about Houdini I want to learn !!
  14. Hi guys; 1) How can I filter display of keyframed channels on timeline? ( i.e. just show keyframes of Rotation, or Scale ). 2) Is there a way to color code main transform channels (PRS) in timeline, like other 3d software? Thanks.
  15. Vellum Sim With Changing Point Count

    Hey guys, I've tried many different ways, but I can't seem to find any stable way to run a vellum softbody simulation with a object (in my case a meshed vdb advection growth) with a changing point count. I've tried brute force with a solver SOP to run over it every frame, but with no luck. Would love to see you guys tackle this. Cheers! -Isaac
  16. Timeline markers?

    How to add timeline markers?
  17. Hi, I have a basic DOP setup with animated RBD bullet, glue/soft constraints, and a magnet force with metaball in sop geomtry. I am looking for the right way to have the metaball animated in space, to follow my animated rbd object. I have tried animating the metaball using external sop or in the sop geometry but when simulating only the first position of the metaball is used. Thanks
  18. Hello odforce, first time posting here. I am asset lookdev artist learning how to simulate foliage inside houdini, and I'm running into numerous problems. I'm rigging the plant by scattering points along its surfaces, conecting points with lines and fusing together for a low res representation fo the original mesh. Then simulating the rig with vellum cloth and skining original mesh back to the sim. The motion I'm getting is not natural at all, it is really tough to figure out proper values. I've used wire solver before and while its much easier to get natural spring motion out of the box I find it less flexible with different foliage shapes and sizes. Animation and graph below - do I use proper setup? Do I set the constraints and forces properly? What can I do better? I'm learning houdini on the side so advanced VEX is out of the question for now, please dont go Entagma on me I'm just scratching the surface of this awesome software, any feedback is most welcome. bushTest.mov palmTest.mov
  19. Hi there, I'm working on adapting this effect to grow crystals on an animated character. so far I have created a color map which drives the density of the crystals, which i've bound to a mesh_density value fed to a remesh node to remesh the body of the character with bigger polygons at the centre and smaller ones as the color falls off, then divided it to get hexagons and extruded them out using some VEX that i've just guessed at, the zscale is calculated from the mesh_density but remapped a bit, and with some randomness applied: My main problem now is how to de-intersect the extruded geometry. I was thinking I could use a measure SOP in the loop and all the crystals into a large group and a small group, then cut the ones in the small group off wherever they intersect a larger crystal. Once I have this done the plan is to take the crystals in the large group and extend the loop for them so they can cut off at random angles at the top+some additional details as explained in the CGMonkey/Entagma tutorials covering minerals. So my questions are: 1. How to check for intersections in extruded geometry and bool a smaller group from a larger group 2. How to make the VEX in this wrangle better so I can control the random heights and fall offs with values and curves. 2. Will point deform work to stick this geometry back onto my animated creature? To be clear, my effect is a static encrustation of crystals on this lizard which is animated, I don't need to figure out the crawl on animation in the above video. Any help is very much appreciated! Thanks, H crystal_growth_001.hipnc
  20. I've been researching this topic for some time and can not find any valuable information. I have a character with a skeleton and blend shapes. This character have multiple animations ether on Takes or in multiple files (with HDAs). I can not find any reasonable way to bring this animation to Unity. Making all animations in one timeline and splitting it in Unity or exporting multiple FBXes with the same mesh sound absurd to me. Can anyone recommend a proper workflow?
  21. FBX to UE4 no animation data

    Hello! I am trying to import a cached rbd sim to UE4 as an animated fbx, but when I import it to UE4 it says the fbx "has no animation data". When importing to unreal, it does detect the start and end frames correctly (and auto selects skeleton mesh as it should) and create an animation asset but it does not play the animation, only the first frame. I am using Houdini 17.5 and Unreal 4.22 I have attached a simple example file, I am using the gamedev tool rbd to fbx in the out context to write out the fbx Not entirely sure if the issue is on the Houdini side or the Unreal side, any help would be appreciated! fbxtest.hiplc
  22. Hey everyone, just starting out with Houdini and trying to wrap my head around some effects I can produce, but I've hit a big of a snag when it comes to using a solver SOP on my animated model. The idea is that the model will be falling through the sky, and whenever a part of his body passes through some cloud, that part of the body will dissolve into cloud as well. So the the cloud points will trigger the body points whenever they get close enough. I'm using a solver SOP, having the points in the clouds use a PCFind node to trigger an attribute change in the points in the model. However, I have an issue when choosing the Import style for the solver's Prev_Frame. If I use Fetch Geometry from DOP Network, the model's animation freezes (in and outside of the solver) and nothing can proceed. If I use Transform Input Geometry, the animation resumes, but nothing seems to solve from the previous frame. I've attached a version of the file that has the some limited success in making the body dissolve, but the points snap back to the falling body as soon as they exit the cloud, and I have no idea how to proceed. Any clues on how to approach this problem would be greatly appreciated! CloudDive.zip
  23. Alembic packed geometry has a pivot intrinsic which sits on the centroid of each primitive. Is there a way to transfer an object from Maya and maintain the pivots that were set there? thank you and I was wondering if there is a way to
  24. Horse Mane and Tail on Fire

    Hi Guys , I am a newbie to Houdini and I have a small scene with a horse run , I would like to have my horse's mane and tail be on fire, i don't need a big smoke trail tho. was wondering what is the best approach to create this effect and any reference tutorials or hipfiles that I can look at to get an idea for this . any advice is helpful. thanks
  25. Hello, I'm trying to transfer point color from static object to an animated one. the color does transfer however the red marks seem as if they're moving not with the animated poles. the two objects are identical. houdini 16.0 . 2019-04-01 09-20-18.mp4