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Showing results for tags 'helicopter'.
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Help, I need to damage the propeller of a helicopter when crashing into an object, the body of the helicopter does not interest me, but the problem is that eh downloaded dosarchivos forums and none serves me, one is with rbdpincosntrain, and the other bon rbdkeyactive1 but when I turn the latter the helices are flying by the effect of rotation, deputy simple scene of a helicopter passing an item but the helices fall oh oh stay still, urgent help!sorry for bat English helicopter.hip
TMM93 posted a topic in EffectsHi guys I was wondering if anyone knew how I could go about linking the rotor prop (alembic cached animation for instance) to a set of rotors then get the dynamic fracture to always follow(like a parent or e.g. component to component constraint in Maya) and also the rotation to always persist even when colliding with objects. Im a complete beginner so I'm sure I'm just being stupid but any help would be appreciated Ive posted an example hip below, I feel like I'm almost there but I'm just missing something . thanks! rotor_dyn_spin_test.hip
Hi I'm new to Houdini and I'm wondering if any of you guys have advice on creating the dust from below a landing helicopter. http://youtu.be/wtNdK5gBqwE?t=23s Not as much as that as my effect will be on concrete. I've tried so far by using a Billowy Smoke pyro and only emitting from the X and Z axis. Then pushed up the velocity. Doesn't quite get the look. ignore the particles! Im sure this a horrible way of doing it, just using what I've learnt so far. Thanks.
Strongly based on (mighty) Igor Zanic old Naiad test of an helicopter, I worked on this test to get the hang of the new Ocean FX tools in Houdini, as well as testing how to use custom forces to affect FLIPs (to simulate the helicopter blades). Sorry for the somewhat grainy render and some Nuke retiming flicker around. I didn´t have the time to retime and re-render. I think I make up for this with an interesting test. My conclusion so far is that it´s very difficult to use dynamic waves and still keep your main effect strong and controllable because of the amount of interactions going on with the waves. The reason being dynamic waves require a really huge container not to come back too soon and this adds up on the usual problems on any similar scene.