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Found 51 results

  1. Breaking constraints

    Hello guys I'm doing some testing on breaking constraints, for now, I was only breaking constraints based on angle, force, torque and using a slider for adjusting values. Do you guys have any techniques to share for breaking constraints, what kind of rules can be used?
  2. Hi, I'm trying to wrap my head around why this simple set up isn't working as desired. Inside of an SOP solver, I look for the first and last points on a curve and assign them to groups. I then try and assign these groups in the Stitch constraints on a multi-solver but they aren't taking effect. Can someone point me in the right direction? I know this is simple in SOPS level but I'd like to expand upon this in DOPs and make the Stitch points animate-able. Thank you constraint_simple_01.hiplc
  3. Greetings all, I'm working on a shot where I have a spinning falling cloth. In order to control it I have the center of the Vellum cloth attach to an animated object. It was working fine for a while, but somewhere when I iterated my .hip file up, the constraints started to be generated off center. I tried to match the settings from the previous correct one and even copied the properly functioning nodes over, but it was still misbehaving. I attached a photo of what it should look like vs what's going wrong. Even stranger is that in the attached .hips, there's a rogue switch node that if I delete it, the constraints won't form at all. It happens in both the correct and wrong versions. The switch node isn't even connected to anything in the stream of data as far as I can discern. The .hips are reduced from the larger shot I'm working on and the switch is a leftover from removing the collision geo after a certain point. For the moment I'm going to back step to the working .hip, but I was wondering if I'm missing a setting or this is just a bug. I have a hunch this might be an issue with using Vellum in a SOP context, but I'm not certain. Using Houdini Apprentice 17.0.352 on Windows 10. Thanks! haveahapyday_vellumConstraintIssue-correct.hipnc haveahapyday_vellumConstraintIssue-wrong.hipnc
  4. Hello, is there any analogue of grains attribute "attractionweight" when using vellum solver? Or maybe some advice to achieve the same result?
  5. Can't select points in DOPnet

    I have a question that is so dumb that I can't find an answer in Google. I'm working with FEM objects. I need to select points in the DOPnet to make constraints. I can't select points, just objects. Thus: can't do pinning and stick things to things. I've done this a million times on my home computer, but I'm using a different one now (with H17 installed mere days ago), so I'm sure it's some big obvious setting. Thanks and duh.
  6. Hey there, I'm doing some RND on destroying a building with a force. And I'm wondering what's the best way of using constraints. Is glue used with minimal strength just for holding geo together and then using cone/hard constraints? And what about constraints between clusters? I believe the strength between clusters must be low and for the clusters really high, but do I have to use also cone over cluster constraints? Are cluster constraints even necessary if you use cone/hard? I'm just confused and can't decide how to use constraints properly. I would really appreciate if you guys can give me some tips on that.
  7. Hello I looked at F1 and still could not figure out how to make this connection between objects. RBD Material Fracture has its own constraint system and in this way is not done, but to connect different fractures, such as the image example, you need to use Connect Adjacent Pieces, but I could not get Constraint Network to identify this constraint between the objects. I used the old method to paste as pieces and can not make the two examples dialog
  8. Vellum animated constraints

    Has anyone had any luck breaking constraints in vellum with animated attributes? I have set up a simple scene the constraint breaks fine using a non animated attribute but if you go outside the dop and plug the BREAK null into the animated colour the constraint fails to break, I've tried breaking it with some simple vex and had a play around with the vellumconstraintproperty node to but not having much luck. on a side note has anyone been having a problems with the new visualizer tools in 17? should be able to click on a attribute in info tab and it will show the attribute in the view-port, seems to be throwing a error. Thanks. string_release.hip
  9. hello! is there way to get back animated constraint geometry from dop network ? i mean i`d like to have the same gometry that i see at dopnet that shows constraintnetwork node when 'show guide geometry' is on
  10. Hello Odforce! I'm trying to setup a simple earthquake scene. This is where I'm at currently. gif I've modeled and fractured a simple wall that I am trying to add into the scene. Currently there are animated boxes that are constrained to chucks of the ground, and wood. When I add the wall pieces into the constraint network everything breaks and the ground doesnt follow the animated geo. I don't really understand is happening, and I would appreciate any insights! I've attached the scene file if anyone wants to take a look. Thanks in advance! please_help.hipnc
  11. Hey everyone, I'm happy to introduce Bullet Breaker Core, a toolkit for easy animation of bullet simulations. Link to Bullet Breaker toolkit -> gum.co/hTnq The purpose of Bullet Breaker is to allow for easy animation control of fracturing objects inside of Bullet simulations in Houdini. Bullet Breaker Core comes with digital assets to allow for ease of use in setting up and visualizing Bullet Breaker attributes. Bullet Breaker Core also comes with a brief tutorial which goes over how to setup bullet breaker compatible fracture geometries. Bullet Breaker Core does not use Houdini constraints and while it is possible to use Bullet Breaker with Houdini Constraints it is not meant to be used with Houdini constraints. Includes the demo scene file and all digital assets! Hope people find this toolkit useful! You can reach me at trzankofx@gmail.com for questions or comments.
  12. RBD glue constraint problems

    Hello all, I'm trying to learn through RBD by doing a sim where a fence gets riddled with bullets. I have the basic sim in place and where I think it all should be but when I sim it just explodes anyway instead of holding together. Attached below is the scene file because I'm truly lost. Thanks! FenceBreak_01.hipnc
  13. destroying animated geo

    hello, i am currently doing some r&d for a bigger project in which i have to destroy certain parts of a transforming building. so i started to animate a building-like shape with a growing collider inside, so I could start researching how to fracture and constraint animated geo and destroy just the parts that really get hit by a collider while the rest follows the animation. it worked out quite good, but now i got to the problem that even if the destroyed pieces are laying on the ground, they still sort of follow the overall animation. I tried to put deforming to 0 in a sop solver inside dops after reaching a certain speed but that didnt really help at all.. can some of you give me any advise? thanks in advance! animFracTest.hip
  14. In an RBD simulation I want to use both glue constraints as well as the i@active attribute to time my destruction, but seems like the two can't work together. Has anyone come across that before and has a solution? I have an example file that illustrates the problem. thanks georgios rbdContraintsActive.hip
  15. Wood Destruction - Cone Twist

    Hello odforce! So I'm having my first go with the cone twist constraints to simulate wood breaking, I researched around and it seems they are the best way to achieve the "bend before break" effect seen in wood. So I've got a pretty decent setup so far, the planks are connected w/the cone twist constraint, the posts have a regular glue, and there's an overall glue to keep everything together. The only issue is this Y-axis bendiness the planks seem to have as if they're sushi mattes! (The one that falls closest to camera is the most obvious) I've tried adjusting Max Up, Out and Twist, but can't seem to find a balance between the planks not responding to the force of the ball, or bending all over. I'd appreciate any tips to help keep the planks stiff while still bending from the force, or just in general to help improve this sim! Thanks in advance for reading.
  16. Hello, I'm starting to learn Houdini and following a course from PluralSight named Architectural Destruction, the final result is pretty much the same I need in my project, an exploding building with many different layers and materials. All the previous steps worked like a charm, however when I try to break one part of the building using a force I created, it behaves different from the tutorial, even configuring the constraints. Instead of exploding the area, like in the tutorial, it looks to blow the entire building at once, indepedent of the size or magnitude of the force, as the example below: Generating the force I have an attribVOP configured this way: And inside the DOPnet I have a geometryVOP this way: I tried to change the constants to reach the result, but with no success at all, is there any way to create some kind of falloff or decay for the force? How can I proceed? Any hints or ideas of what is going on? Thank you very much! Any kind of help is very appreciated !
  17. Glue Constraint Gravity

    I have been spending some time creating and destroying a building in Houdini but am currently hung up on a constraints problem. In my hip file I have my procedural building, I fracture it, and send the pieces to be constrained together. I haven't meticulously created the constraints yet, I just wanted to get everything in and working first. When I run the rbd sim a ball crashes through the building and blows the middle part of the building away but the top part of the building just sits there floating in the air. Not exactly sure what I'm doing wrong here, if anyone can point me in the right direction I would greatly appreciate it! The hip file has a top level control node to cache everything for you to quickly test skyscraper_destruction.hipnc
  18. Wire constrained to two objects

    Hi! Having some problem here with wires eheh. I'm struggling for some time now to achieve something that first seemed so simple, but i'm really lost now! I'm animating an old style phone, with a cable quite rigid, and i just want to constrain one end to the phone (animated) and the other end to the base (fixed). I have it half working, but i can't figure out how to keep the cable semi-rigid... It just "break" were the wire points are constrained. And want the cable to "leave" the base nearly rigid, then deform, and be rigid again when joining the phone... Keeping the base and phone's orientations... (hope it makes sense, sorry for my english) I've search a lot, read and downloaded examples from tokeru wiki, tested all the constraints, but i must be missing something important... It works perfectly with gluetoanimation when one end is contrained and the other is free, but as soon as i try to make the base's end to be also constrained, it doesn't works... Does anyone have some kind of directions? (You can see in the attached video that the base is "breaking" while the other end seems good...) tel_cable.mp4
  19. Hi all, I'm trying to understand how to manipulate the constraint strength so I can art direct a simulation. Figured setting the strength in a group in a SOP Solver on the Constraint Network was the way... but can't get a simple example working. Simple test attached... idea was strength reduced if the constraints are within the bounding box of the group... figure it might be that the constraints aren't moving in the SOP solver, although with my test it changes the values immediately even not in the group.. so getting lost. Any advice/help/direction, very much appreciate. Constraint_Strength_Test.hipnc
  20. Hi folks, I am following Steven Knipping's tutorial Rigids II and have some behaviour here which I do not understand and can't solve somehow... You'll see the issue in the attached gif (some of the cluster in the upper part of the hole) I have basically the same settings as in his videos, but it seems that somehow the constraints are going to stick together after they are broken. At least they should break because of the metaball force (which I am using) and the corresponding huge hole inside the building and everything should collapse and not stay like in the gif. First I thought the "Overwrite with SOP" parameter on the constraint network would be the issue (which I then changed to $SF==1), but it didn't help. I am using H16.5.323. Thanks for any ideas and suggestions Cheers Dominik
  21. Hi! This is what I did: I made a cool sim with wires and constraints, it works all fine but I decided that I wanted those colored polylines that are drawn by the sim for the constraints. So I created another geo node and object merged the "Visualization" geo from the Constraints Network, It worked! but with a little problem, If I scrub through the animation timeline sometimes I get the "static" state of the constraints, this can be solved If I just scrub a little more near the frame that has the problem, sadly it happens again in another frame (randomly) I guess that my trick is a little dirty and Houdini doesn't like it. Is there anyway I can import this visualization geo as seen inside the DOP Network? Here is my file, It's a little messy (weird experimentation) so sorry for that. Just Press Play and you should see the problem. DynamicWireConstraints_personal.hipnc Houdini 16.5 NC
  22. Hi! Ok here is the thing, I understand almost everything about the file BUT there is a thing that is driving me crazy and is happening in the "SOP Solver" inside the DOP Network, there is a merging sop using the constraints from the previous frame and adding new ones that are created by the distance between the points of the wires, the weird thing is that there is no accumulation of constraints happening, what I expected from this merging is that the constraints number will increase over time but for some reason they are deleted and recalculated in the next frame. So I tried a few thing with the file and found that if I "by pass" the wrangle node that animates the "pin" constraints things go as I expected (constraints accumulate over time and the for that reason the sim slowdown) WHY!! Even if didn't bypass the node and only change the range in the fit operation calculated in the wrangle from (... 1,0) to (... 0,0) making it "0" all the time killing the animation the sim work as before and deletes the constraints (no accumulation) but if I delete the whole fit operation and replace it with a value of "0" directly the expected accumulation goes on (you can check this if you run the sim being inside the SOP Solver). So maybe someone can help me to understand why this is happening, I think the Accumulation of Constraints prims is the correct behavior (at least is what I expected) but the sim runs smoothly if the constraints dissapear so... WHY Here is the example File (I modified it a little bit: Geo name and a red sticky next to the node you want to bypass) HOUDINI NC 16.5 Wire_constraint_network_v02_modified.hipnc
  23. Duplo Bear via Bullet Constraints

    Here is a breakdown of how I made this bear made out of duplo blocks: The video isn't super comprehensive, I mainly cover setting up the constraints in SOPs, though I briefly touch on some other parts too. But the hip file is available to pick apart! Thanks! duplo_bear.zip
  24. hi, how can we constraint a pre fractured object WHICH has been glued together to the ground plane ? i mean constraining a constraint? where and how should we make the constraints ? should we scatter some points withing the region bottom to the fractured object ? and do the constraints ? have no idea how constraining between constraints should happen :| thanks a lot ..
  25. Hi, I have a question about APPLY RELATIONSHIP. When I use it with PIN constraint it works but I want to use HINGE in stead (to avoid that the spheres start to rotate), but APPLY RELATIONSHIP doesn't accept it (warning:wrong type), why is this? What is the workaround then? Any tips?
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