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Found 222 results

  1. Hello, I'm a beginner and I'm working on a growing plant using a Lsystem. I made an animation that I exported to alembic for each leaf unfolding, but I don't know how to restart it at each Lsystem generation, so the leaf unfolds from the beginning every time. Only the first one unfolds as I wanted, logically. In the attached files you can see my node trees, the first one for the leaf animation, and the second one for the whole plant. I made a screenshot of how the animation is supposed to look on each leaf and how it currently looks. Thank you in advance for your help!
  2. Hey guys, new to kinefx. I added a skeleton to the upper part of a body geometry, corrected some of the bad deformations and especially straightened the fingers, works great. However, I don't get how I can set this pose as the new rest pose in order to export it properly or even re-target an animation using that pose. What am I missing here? Thanks, Christian
  3. Hi, I wonder if it is possible to trigger an animation on an event. Let's say I have a sphere, I simulate it falling on the ground just using a Dopnet and a ground plane as a static object. And let's say I want to play an animation each time the sphere touch the ground, like waves on some water. How can I do it ? I've heard of RBD Impact Analysis, but I can't find how to use the generated points for something like it ? Can someone help me ? And can I have an example file ? I link an example of wave that I want to trigger when the sphere touch the ground Sound_Wave_v001.hip
  4. Hi, I have some geo with point animation (such as animating the surface with a point VOP, or alternatively using a mountain SOP). I want to be able to export this to an FBX (or other format) for playback in Unity. When I export FBX, the animation will import fine back into Houdini, but Unity is not showing any animation, and from my research thus far it seems that I cannot export point animation to Unity, only object level stuff which seems quite limiting. (See Olivers post here: https://www.sidefx.com/forum/topic/76189/) Does anybody know what the best way is to do this? Thanks
  5. Flame attachment and render problem

    Hello community, I am doing a SpaceX starship rocket landing on an extended ocean (flip sim integrated), right now I am working on the rocket exhaust which should interact with the flip simulation. 1. I have created the pyro simulation of the exhaust flame and now I want to add this pyro flame sim to the rocket model where the exhaust should be. 2. I have done a point expression for the pyro cache, it has worked out. BUT now, when I want to render it, the flame is staying on the grid and isn't on the rocket. I hope you understand a bit about my idea. Here is a screenshot with the problem. here is the hip file with the 3d modell https://drive.google.com/drive/folders/1Q_c7VAu4qidMzSdMLl7IBvPs3VeqTlMi?usp=sharing I would really appreciate help, because I have set a deadline for my own and I want to reach it!
  6. Hey All, I'm looking to create a stroke on effect with multiple lines offset in time. I found a thread here that showed a technique for offsetting animated points in a foreach loop but I wasn't able to get it working with my current set up. I believe it's because the point number is changing due to the carve sop but admittedly I don't have very much experience building something like this. Attached is a file, I'd really appreciate any help or advice. Thanks! Line_StrokeOn_v01.hiplc
  7. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo SideFx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  8. Hi, I'm having this issue where (I think) the hairgen is scattering along the density attribute I made with an attribute paint, causing each strand to move randomly on a deforming mesh imported with an alembic file. Any solution for this? *(SOLVED) - it seems that with an obj sequence, the guide deform works correctly and doesn't make the any unnecessary scattering towards the hairgen density area, but i'm forced to use a guide sim for the simulation, if anyone find a way to bring the guide deform into a vellum dop i'll appreciate it.
  9. Hi there! I want to do a procedural animation where I randomly change the transformation every second or so. For example at frame 1 posX is 0, stands still and at frame 50 it moves to a random pos within 10 frames, pauses for 50 frames and moves to next random pos within 10 frames, pauses for 50 frames, moves to next random pos and so on. Unfortunately my knowledge of CHOPs is rather limited and I couldn't figure out how to do it with expressions based on @Time. Any ideas? Cheers, J.
  10. Hi everyone, I'm trying to transfer my guides from a geometry to another one which is located somewhere else in the world space and it works with the guide transfer through uv's matching. The Vellum Sop works fine during the few frames where the second mesh stays still in t-pose, but once it starts the animation, every guide created from the hairgen starts flipping around. I tried to reimport the mesh as an fbx, alembic cache, obj sequence, but nothing actually worked at all, so I decided to make a sphere and made the same process and it worked fine. I don't actually know if it's a problem related to the skin of the rig or I should try another method, maybe through the dop network. Tried on a different file with only this mesh imported and even without the guide transfer it has the same problem. Might need some help for this one, because is causing me headaches. I'll leave the hip file with the alembic mesh if anyone wants to try and solve this for me. Thank you in advance. alem_10_fenrir.abc pr_fr_v005.hip
  11. Hi everyone, I have a plant (leaf and stem) merged as one piece of geo with some dynamic animation. I'd like to animate the leaf separately and still be able to keep the current animation. Is there anyway you guys can think of that I could do this in a procedural way? any suggestions would be much appreciated. Even if you have suggestion on how I could do it differently from scratch that would be appreciated too. See attached file. Thanks in advance. philodendron_model_03_for_forum.hip
  12. Shape Key Question

    Hi there, I’m importing a rigged Character Creator 3 model into Houdini using the fbxcharacterimport node in Kinefx. The model has shape keys used to control facial expressions. In the geometry spreadsheet, these are showing up as primitive attributes. However, when I select the Rig Pose node, these each become detail attributes. My question is, how can I go about accessing these attributes, and using sliders on them to animate them in Kinefx? Or do I need to use chops in some way?
  13. I am working with animation layers, and get this color in my parameter all the time, what does this color mean?
  14. So I recently stumbled onto the Motion Path Handles Tool which allows you to visualize your animation curves in 3d space and also edit your keyframes in 3d space as well. I absolutely love this feature but from what i've read and experimented with it only seems you can get this Motion Path Handle UI tool at the OBJ level as it requires you to have the Pose mode selected on the left hand side of the Viewport. I was hoping someone could help me find a way to use this Motion Path Handle tool at the SOP level for a kineFX rig on say a rig pose node or something. If nothing like this exists at the SOPs level yet maybe we could brainstorm a way to either get something similar working at SOPs level, or how to procedurally import joints up to the OBJ level to be controlled with Nulls and therefor could use the Pose tool and the Motion Path Handle animation UI at OBJ level still. Motion Path Handles: https://www.sidefx.com/docs/houdini/basics/motionpath.html
  15. hi everyone, i want to animate a camera, for now lets say i have two keyframes. and i want to have an arc in the motion + independently change the velocity of movement (i,e. so it doesn't affect the arc). anyone has any tips, on how could i do that so i am have most control? many thanks in advance d.
  16. I've been working on trying to solve a problem that probably has several ways to attack it... but I can't seem to figure this out. I'm trying to have an animated object that rocks back and forth, and inside of that object is a hinge constraint that ideally would follow the object and let the gravity node do its thing. I the example file, Imagine a sailboat on the seas, rocking back and forth on the waves, and the boom rocks swings based on the boat's motion. I've attached a hip file to show my train of thought. Any help is appreciated. hinge_test.hiplc
  17. Hello, I feel ashamed to ask this as it sounds so trivial but somehow I don't find any answer online, or I do not formulate well what I am looking for. I have cached my simulation but I do not figure out how to sequence together parts of it from different camera angle and then render it out all together. For example, I would like camera1 to record my sim from frame 1 to 50 and then camera2 record from frame 100 to 150 and sequence them together to create one animation sequence that I can send to Mantra. What is the proper workflow. I am really lost. I tried with a camera switch but this doesn't seem right. Thanks a lot guys
  18. Hi all, I need to generate an integer attribute on points that switches between 0 and 1 across a frame range like this: so the length of the spans is driven by a min/max, and their distribution is then randomly scattered across the frame range. This also need to be different for each new point as they are born . Could anyone help me break down what I need to do this in vex/vops? I was told to look into arrays and while loops which is well beyond my current VEX level. Many thanks, H
  19. Hi! First post here. After months of lurking and picking up tips from other users topics I need more direct help. I'm quite new to Houdini and I hope you share some ideas. With given FBX meshes, I have to simulate a gate being rammed out from a wall. Chunks of portal around the gate are supposed to be pulled out with it, hit the ground and crumble into bricks while the rest collapses. Gate itself is animated with bones, not physics-driven. After many experiments, I couldn't achieve that two-step fracture (big pieces falling on impact and then crumbling). This is what I've already tried: 1. I've split all wall FBX into bricks using Voronoi fracture fed with array of points (four pieces total: the portal, left, right and top parts of the wall). 2. I've divided the portal into chunks by grouping fractured elements with separate glue constraints. 3. I've created set of constraints for each piece.). 4. I've constrained all parts of the portal to the animated gate. 5. I've imported gate and wall as RDB Packed Objects to a DOP and fed it to bullet solver. 6. I've set up constraints networks for each piece with SOP solvers connected. The idea was that the portal is connected to the gate by glue constraint with infinite strength (-1) and pulled that way out of the wall. After few frames the constraint is severed by deleting lines in SOP solver. Constraints for individual chunks remain until they are broken by impact with ground. Meanwhile the result is that: when portal-gate constraint is removed while the portal is still in the wall, it's being abruptly shot upward. It looks like the animation (which I can't alter) forces meshes to overlap, so they pop when it loses control over them. When the constraint is removed few frames later when the portal doesn't collide with anything, it gains such high acceleration already, that bricks spray all around as if it has been an explosion. I suspect that my pipeline my be noobish, but I couldn't find any resources on similar cases. Unfortunately I can't share screenshots nor files as they are part of a commission. I'll appreciate your help.
  20. BulletSolver Problem

    Hello, I have noob question. I'm animating the sphere collision by keyframe. But, I get some errors and the collision goes through the active object. Particularly, "Target geometry does not contain a name point attribute" error message is strange... Is there anything way for fix to these...? Thank you Destruct Bullet.hipnc
  21. Hello, I've been working on an RBD simulation on an animated human object, but I'm having a problem blending between the animating geometry and the active simulation. Since it did not work in a SOP Solver, I tried using a Solver outside of the DOP in order to manually update the @deforming and @active attributes. However, that did not work either. I'm wondering if there was an issue in the way I was packing the geometry, or maybe in the way I was assigning the attributes. I would really appreciate your help. Thank you! rbd_sim_cleanup.zip
  22. EDIT: Just doing a clean up; So I'm looking to import CFD data in order to drive a particle simulation in Houdini. So far I've managed to import the data through the Import Table Node. Get position values from 1 ID Group according to all ID's and even for one instance animated a sphere along the point positions of 1 group. 1 ID value. Does anyone know where I should be going from here? Which node groups I should be looking at? What would be my ultimate goal would be to use this data tot drive a particle simulation, eg each id relates to a particle and it moves along the corresponding positional and velocity information contained in the CSV. As always any and all help is greatly appreciated. Kindest regards, Chris Particle_Test_CFD.csv
  23. Offsetting Animation in VEX

    Hey there Od Force community - I posted this on the Houdini forum as well, apologies for the double post, very curious about how to solve this! First post here, I have appreciated all the help I have gotten from this forum while learning Houdini. I am easing my way into VEX and am running into a wall with this seemingly simple task. I am using curves to create Sweeps, I then use a Carve to animate the sweeps based on frame range. My trouble is that I would like to have each Carve animate as follows: 1. Each Carve “Second V” pick a random frame between 1 - 40 to start 2. “Second V” Animate from 0 - 1 over a period of time (Random time length from 10 - 50 frames) 3. Have First V follow behind Resulting in randomly animated carves or sweeps. If there is a way to do this with CHOPS or any other technique I would love to find out. In the example attached I have set up a partial scene. Ideally, this method above would be applied to thousands of strokes with varying lengths! Any VEX help would killer - really trying to get through this learning curve! -Patrick sweep_vex2.hiplc
  24. Hi everyone, I am trying to get to see the camera handles and motion path at the same time, unfortunately seems i can not do it, this is very helpful while animating the camera however it seems i am doing somrthing wrong in this regard here is what i mean exactly: please see attachment grab01.mkv in addition to that a few more "whys": 1. why the motion path doesnt show first and last keyframe's tangents 2. why the camera frustrum handle moves to the "not visible" motion path @1:19 mark on the attached srenngrab 3. why do i have an alleged "orphan keyframe" on the motion path on frame "49" while there is no keyframe on that frame PS: that being said i must admit i do not understand the hudini handles' full potential yet, still studying it. I hope someone magical has the answers/ solutions thanks in advance!
  25. Hi guys, I can't make motion vector working in my scene even with a wrangler point to activate it.. Any help? Thank you. MotionVector.hip
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