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  1. Hey, I have this big pillow with small balls scattered and glued onto to the big pillow, now i want to inflate and deflate the pillows and drive it via a attribute noise. This works wonderfully in the dopnet when I use the Vellumconstraintproperties with just the balls as source, however if i bring the other vellum source in the dopnetwork (big pillow) and merge them, it seems the parameters get overwritten by the second vellumsource and so my inflation/deflation doesnt work anymore and many weird things start happening. I feel like im nearly finished with my setup but just get one little thing not right which lost me already several hours, does someobody has a solution to this? I´ve attached a file, sorry for the mess but problem is hopefully just solveable in the dopnetwork. ODFORCE_2XCONSTRAINTPROPERTIES.hipnc
  2. Hi, In this documentation, there is a phrase of The Vellum Constraints node now has options to adjust the size of the cloth automatically. I'm using H19, same as the documentation, but I don't see such options in my vellum constraints. Is there a way to make it visible?
  3. Hi all, I've looked - but I can't figure out how to pin a hand in Houdini using Kinefx. I've got two situations: -My input motion capture has a person holding a mobile phone with both hands - I need to pin one of the hands to the other hand as they walk around so it looks like both hands are properly holding the phone. -Also some of my motion capture has a bad arm that twitches erratically at times. I'd like to pin the hand of that arm at those times and bypass the twitch. Does anyone have a suggestion of how to go about this. Or point me to where there's good info on this. Coming from Nuance, Motionbuilder, and Maya, what I'm looking for is referred to as pinning (or 'hand/foot constraint pinning') Can't find anything here in Houdini around those terms. -Sim
  4. Hi, I am looking for how to import simed constraint object from DOP to SOP, in order to use DOP data (distance, impact attributes, etc, per primitive). I am guessing we should be able to import constraint data by Dop Import node, but there are something mistakes. I found another way that he turns on a constraint network node > relationship > ON attach internal constraint object parm, but I want to keep turning off this parameter. Thanks
  5. Hi I just want to confirm if my understanding is correct. Basically in a simply scene like this. Two object hard constraint together with two anchors in between. When constraint_type = "position", only one anchor should rotate. Simply because only two object involved, if they are constraint by one line, they should rotation around one point. If we want to achieve effect of box rotate around two anchors, there has to be a third object in between. Otherwise there will only be one anchor rotate. The other one will never rotate in constraint_type = "position" mode. I'm not sure my understanding is correct, can someone confirm this? Thank you.
  6. I have a character rigged with shoulder and waist vellum constraints to keep his clothing in place for animation. I'm trying to use a third constraint for his lapels, but I want to break it or turn it off at a certain point in the animation. I've watched Rohan Dalvi's H17 video on how to use a Vellum Constraint Properties node to animate the Break Threshold value, and that works well, but it breaks *all* of the constraints in the vellum setup. I'd like to just break the lapel constraint. Is there a simple way to have the Vellum Constraint Properties node work only on that one lapel constraint? Thank you!
  7. hi, in houdini when ever i add grain and add some constraints between them (glue constraint ) i face problem that the grains rise up in Y axis infinetly. and to fix it i increase mass in those glue constraints by 8888888 mass which became too heavy on cloth, is there any solution or i missed up something. but when i take them in dop it works fine no issue.
  8. Hopefully this clip explains the problem: 2 packed geos are hard constrained together, tube animation (translate and rotate) is transferred from SOPs. The constraint works for position but rotation, how to make sure the constraint network understands there is rotation? Desired behaviour: Scene file: 001.hip desired.webm current.webm
  9. Hi Guys, I'm trying to create a constraint network for simulating Car Suspensions, but with no results. I just need a simple "spring effect" between Body and Wheels (please find a video example attached). How I can do it? Any suggestion will be really appreciated. Thank you! I've attached a simple file test I'm working on. Car Example.mp4 Cartest.hip
  10. Hello, i have a question about RBD ragdoll simulation. I have two simple agents that consists of three cylinders each. Is it possible to connect sepparate ragdoll collision shapes with additional constraint? Let's say with a fixed line that would bind them together? Thanks in advance!
  11. Hi, I'm searching for a way to apply some motion to a camera that already have a constraint. Just to clarify, my camera have a lookat constraint and I want to apply a "camera shake" after the lookat. I tried to use a noise and add it to my rotation xyz, and it to get applied, but due to the lookat happening just after, it doesn't do anything. Is there a thing that I'm missing or is it just impossible to combine both (wich seams weird to me) and I should animate my camera and recreate the "lookat" effect by hand just so I can apply my noise ? I hope that I'm understandable enough Here is my project setup, The camera is the SCENE_1_Cam_1 with the constraint in it and the noise is in the "motionfx" CHOP Network, in the network box also named "SCENE_1_Cam_1" Animatic.hiplc
  12. Hello, In the attached file I am using 'vellumconstraintproperty' in the solver to break the Pin Points constraint at frame 100. There are 20 strands that fall away as expected. Ideally, I would like to break every point of the constraint individually, so I can have one strand fall away every 5 seconds for example. I've tried a number of different techniques and videos but can't solve this problem yet. Maybe each point can be referenced in Vex in the solver somehow? Any suggestions are much appreciated. Thanks. strands.hiplc
  13. Hello, I have a scene where I am emitting circles, where a POP wind is creating the noise, but I want to be able to limit it only on the Z and X axis. How would I be able to achieve this?
  14. Hi! Im trying to update the stiffnes of my pin to target constraint inside of a vellum contraint property , but when it updates it doesnt updates with the paint attibute im using to scale by the stiffness. Is there a way to do this inside the vex option on the vellum constraint property?
  15. Hello, the problem is, in the example file named "GravitySlideExample", this box only rotates along the x axis (red) given angle. BUT, I want it to rotate along y axis (green) without changing slider way. This is so important for making really easy and stable car dynamic rig. Is it impossible? https://www.sidefx.com/docs/houdini16.5/examples/nodes/dop/rbdsliderconstraint/GravitySlideExample.html
  16. Hey I'm stuck with something minor. I tried to create a simple popping balloon in vellum. If I use the edgefracture with a fracture curve (1 piece) it works just fine. If i try to use the "Initial Pieces" in the edgefracture sop it seems the whole thing breaks. Any idea what I could do to fix this? balloon_01.hipnc
  17. Hello all! I have been trying to figure out how to dynamically update the constraints in a vellum constraints property node based off of the distance of the vellum object from a given point in space, but I cant figure out how to make this calculation dynamically in this context. I can measure the distance before and after the vellum solver with a distance node but they only give me static values in the solver context so I dont know how far things are once theyve moved. Havent been able to get xyzdist to work either. Any help would be greatly appreciated as this project is very important to me!!
  18. Hello, question is simple but I couldnt figure out how to solve this. I am trying to make car suspansion mesh. The meshes that are bottom are connected to the wheel. Above meshes are gonna be suspension mesh. I connected them with "connect adjacent pieces" In my dopnet, I have "constraint network" with "slider constraint relationship" But unfortunately, slide axis is depend on world axis, not constraint axis. It makes me sad HOW HOUDINI does not have option that I can use constraint axis... Because of that, when I rotate car, that 4 constraints move too, but in Dop net, slide way isnt change. See the image bellow: SO, this issue is not just for slide constraint, same with cone twist axis too. There are two way to fix this; 1. option is, I am not gonna change position&rotation of my object in sub network (which is car). BUT How can I change it in DOP network? There is no "translate node" in Dop. (There is "position" node but it doesnt work like "translate" node) 2. Option is, "slider constrait relationship" node must have my constraint axis data. How can I do that? I have thousands of problems, this is just one of them.. THANKS !!
  19. Hello, I would like my drapped cloth to be a bit more pulled towards the bottom when I am simulating and not have it fly upwards too much. see screenshot. I just want the shape to stay a bit more consistent. I know that the arms are pulling the cloth up at some point, but I am sure I can cheat my way out of this!!! I created a @massgradient with a wrangle using the bounding box of my cloth. This feed into my vellumcloth>vellumDrape>DOPnet. So this attribute should be 1 at the bottom and near 0 at the top. How can I multiply mass by this attribute in the DOP? Is this even how I should do this? I tried using a Pop Property inside DOP, setting mass to 10, and in the VEXpression, typing @mass*=@massgradient; But this doesn't seem to do anything, and when I bump the mass to 100, it gets really weird and doesn't do what I would imagine. Any Ideas? If the cloth had a lower resolution, I wouldn't have this problem, but I want to keep this wrinkled look. Thank you very much
  20. Hi all- Building a procedural constraint network for wires by connecting the interior points in a grid. It works fine for some grid dimensions, but not others, where the sim blows up. shown below a 5x5 and a 6x6 grid. A 15x15 grid will work fine, but a 6x6 one won't. Curious! I'm building zero-length constraints from the interior points and setting the anchor points as follows: int wirepts[] = nearpoints(1,@P,.0001); foreach (int wpt; wirepts) { if(wpt != wirepts[0]) { int pt1 = addpoint(0,v@P); int pt2 = addpoint(0,v@P); setpointattrib(0,"anchor_id",pt1,wirepts[0]); setpointattrib(0,"anchor_id",pt2,wpt); int newprim = addprim(0,"polyline",pt1,pt2); setprimattrib(0,"constraint_name",newprim, "WireGlue"); setprimattrib(0,"constraint_type",newprim, "position"); } } setpointgroup(0,"delete",@ptnum,1,"set"); I delete the original points later - I'm not using the first of the nearpoints to avoid a prim with the same anchor points, I thought that might be the problem, but it didn't seem to matter. Does anybody know the reason why this happens? Am I missing something? Thanks - I'm including a sample file. wireGridConstraints.hiplc
  21. If you look at the attached ColIgnoreA.mp4, you can see the "red" and "green" collisiongroup attributes ignoring one another. Results are as expected. In ColIgnoreB.mp4, with those same collision ignore groups, I glue one red and one green sphere together. The free red sphere now collides with the green sphere, which is not as expected. The best I can tell is that when these pieces are glued together, they somehow combine their collision groups. When I set collisionignore as "red green" it ignores them both. However I still want red to collide with red, so it does not work for me. What's more is that Soft and Hard constraints work as expected, ignoring green sphere collision. Only Glue is strange like this. Is there a way around this? ColIgnoreA.mp4 ColIgnoreB.mp4
  22. Hi here so my subject is : Inflate and Pop a geometry ( Like the pig head) I'm feeding a remeshed pieg head with Pieces generated with a edge fracture into a Vellum cloth. Then i add a Vellum Weld and a Vellum pressure to sew the pieces and inflate the Pighead. Inside the Vellum solver i animate the Rest Lenght Scale to inflate the balloon. Now i'm trying to break it : I start playing with the Breaking Thresholod in the VellumWeld : i try different values but i'm not achieving what i want. So i create a vellumconstraintproperty in Vellum Solver and animate with Breaking Thresholod value. it's stay at -1. so it's not working at all. I told myself, i could animate a map or a group ( Like with RBD) and destroy the constraint inside the vellum solver. that would give me a lot of control but that's not working either ( or i dont manage to build something ) And i a saw some Entagma's Video and this but i'm wondering if i could have more control on that Any idear ? Have Nice day all !
  23. Hi, I'm trying to hang a body on a rope. For now, I'm doing it using hard constraints. The main shape is fractured by Voronoi fracture and all the pieces are connected with hard constraints. The rope attached to it is just a set of spheres connected with hard constraints. So far, I don't like the results. The rope looks unnatural, way too springy and I don't know how to fix it. My questions are: 1. Can I somehow influence the behavior of hard constraints to eliminate springiness? 2. Maybe I should use a different pipeline altogether?
  24. how should i break my glue constraint by velocity enegry_blast.hipnc
  25. Hi guys, had a quick question regarding FLIP + RBD + CONSTRAINTS. i am trying to build a beach scene using FLIP. what i ultimately want is to have a small fishing boat, tied to the beach by a rope. so the fishing boat itself is affected by the sea waves, but is "constraint" by the rope (so it does not just float away). so far, i manged to get WATER simulated by FLIP + fishing boat as RBD object (volume collision) which is affected by the waves. i am bit lost on the ROPE part. initially thought of setting it up using HARD CONSTRAINT, but so far, can only set that up using BULLET SOLVER with packed primitives. could [WIRE SOLVER] interact with FLIP + RBD and constrain the boat? any idea or suggestion is much appreciated.
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