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Showing results for tags 'local'.
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is there any explanation on local variable in houdini doc?
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How can I make local transforms in my primitives (either packed or unpacked) based on a custom pivot? Using MOPs or any other method. Thanks
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Hi, It seems that generally when animating objects in scene/object level, you are only able to animate variables globally. I have a scene with a spinning propeller, and this spinning propeller needs to rotate around its own axis, while being placed in a certain spot in the scene. How is this achieved? All transforms in the scene are global space, so if you need to rotate the object 30 degrees on the X axis, the Y axis will not follow the local transforms and the propeller will spin sideways in circles. Followup question: I briefly had a teacher from Lost Boys school of VFX and he showed me how to properly load animation data into a dopnet. Unfortunately I was just starting out with Houdini as he showed me, so I did not catch the method. I gathered that this should not be done in sop-level ('Use deforming geometry'), and rather with motion / 'RBD keyframe active' operators in the dopnet -- how do I load in my animation data, so the velocities are correct with proper interpolation? Thank you,