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Found 7 results

  1. Hey folks, would there be a way to identify and extract, procedurally, animated rigid pieces from soft point deforming pieces? Say, you have a character alembic cache and several meshes on that character are rigid (i.e. their points don't change positions relative to each other). For example: the weapon of a warrior, or the plate armour, the shield... etc. I want to find those meshes procedurally and extract their transformations (and of course replace their point deformations with object-level transformations, duh...) Would you have a clue how to approach that? There wouldn't be a node for it already, would it? I'm thinking what heuristic to employ to differentiate between pieces which points do change positions relative to each other vs such that don't. Maybe just maybe... extract transformation matrices for every piece for some arbitrary prim, be it rigid or not multiply by the inverse to set each piece to the origin and... compute velocity in the result? all inversely tranformed points of rigid pieces have 0 velocity, some points (other than the points on the arbitrary prim from #1) of soft deforming pieces have v>0. tag them.
  2. I'm importing a vector4 as a point matrix within a VOP SOP; but it's position as in the transformation matrix, does not align correctly with the object prior to the transformation matrix ? The problem is in this VOP network, as the problem is only experienced in this VOP Network ?
  3. Quaternions & Matrices

    For the full course, visit : https://www.cgforge.com/course?courseid=quaternions-matrices In this quick tip, we take a look at a practical example which takes advantage of both quaternion and matrix (and/or Euler) based rotation.
  4. Matrices - CG Forge - Quicktip

    For more tutorials, check out cgforge.com In this quick tip, I talk about matrices. If you've ever wondered about what a matrix is, and how they can be useful, then you'll love this introduction to the topic. Thanks for watching!
  5. Hello everyone, I have created few videos to introduce vectors and matrices in a fun way, with lots of real-world examples. Please go through them and I would love to get a feedback. Intro to Vectors | An Idiot's Guide to Vectors and Matrices, Part 1 Intro to Matrices | An Idiot's Guide to Vectors and Matrices, Part 2 Advance Operations | An Idiot's Guide to Vectors and Matrices, Part 3 Depending on the feedback, I am planning to create few Houdini specific videos as well.
  6. Hi, I have a case where I have, lets say an object which comes from bulelt sim, with v and w. Based on that object, I want to drive another bullet sim, updating v and w, so the rest would be calculated by bulllet sim. In the scene I attached it works pretty much, except it flips at some point. I understand that there should be some catches on quaternions. I suppose, there should be some sort of angle check and etc, but can't make it work... update_angularv.hip
  7. L-System Pivot

    Hello, Does anyone know a way to get the pivot point of each prim from an L-System? I'd like to use this for animating bends and rotations but I'm not sure how I would go about it. Logically I need to find the nearest point on the previous gen to the 0 point of each primitive but it must also take into account the transforms of the previous gens too. I looked in to matt estela's rotation matrices but this doesn't account for the previous gen's transforms. Any help greatly appreciated. http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Rotate_prims_around_an_edge.2C_alternate_version
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