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Found 7 results

  1. I am trying to adapt this tutorial by Rohan Dalvi called: HOUDINI KINEFX - 1 - Basic parenting https://www.youtube.com/watch?v=RTNVyGbpwv0&t=917s At around 4:46 he is using a transform node to define the distance between the parent and the child. The tz (transform in the z axis) parameter is used to define the distance from the parent to the child. My goal: I want to create a loopable animation, have the child revolve around a parent one time per animation (rotating the parent 360 degrees results in the child revolving once around the parent), but I want to vary the distance from child to parent in like an oscillating fashion. I want an imperfect circle meaning a changing radius, but create a seamlessly loopable animation. In this example, the child is translated by 3, but my goal is to change this value in a periodic fashion. Let's say between 2.7 and 3.3. Sin wave? 1. I want to have easy control over the the distance between parent and child, without keyframes (I just didn't know what to google or how to adapt snippets of code for my problem) 2. Control the frequency of it happening (x times per animation) 3. The whole thing should result in a seamless loop. Maybe asking for too much, but: Is it possible to have smoothly changing random z transform values, or at least seemingly irregular and make it loopable? I am thinking of something like the wiggle expression in After Effects, which would move a point in random directions but smoothly, and if I recall correctly this was loopable. wiggle(freq, amp, octaves = 1, amp_mult = .5, t = time) wiggle(3,15); https://www.schoolofmotion.com/blog/wiggle-expression odforce_oscillating_transform.hiplc
  2. Hi there! I've found a lot of topics somewhat talking about this, but haven't been able to get anything working. I am trying to constrain or parent geometry to an animated FBX bone. In my scene, a character emits particles from their mouth, but that animation is at the SOP level. I could use a rivet, but that only tracks the position of the bone, and not the rotation. If I use a Parent Blend constraint at the Object level, nothing from the Sop level animation affects the child. Am I missing something on how parenting works in Houdini? Or perhaps there is a better method to accomplish this kind of constraint relationship? Thanks for any help!
  3. Hi Guys, Spent nearly 3 hours looking for the simplest of things. I just want to to find a way to parent a cameras target point to a null so I can rotate the null (lets say placed in the center of the dancer) and have the camera rotate around her with a locked point of view. I tried the look at in the constraints to parent but it won't work with rotation at all - only position. Any help is appreciated! Thanks! Matt
  4. Hi! check out my scene file. I created a procedural way of do some parent/child relationships between pieces(prims) at sop level, and also per prim transformations of course. You'll be able to create your own rules for the transformation point position, transform operations and hierarchies description. Here is the link and a Video in which I tried to explain some of the features that it has, pardon my poor english and have fun! Scene File: https://gum.co/polyops Good Luck!
  5. This is one of those "I know it can be done in Houdini, but I cant figure out how" questions: I have a rollercoaster, with a cart nicely moving and banking along the rails. I'd like a view from the rollercoaster - as if you were an occupant, and I imagine tying a camera to the carts coordinate frame (eg including location and orientation) But the cameras are one level "up" from my cart geometry...they do have an input however... What is an elegant solution for this ? <pre apologies if this is so obvious that its a stupid question - I couldn't find anything on Google on this - but i am eager to learn>
  6. hi, i have a querry , i want to parent my emitter to alembic cached object. it seems i cant find a way to do it . is there anyone .
  7. i have a object level DA which suppose to accept multiple inputs from nulls and build a curve inside the the asset. my problem is the first object will serve as the parent of the DA and it moves the whole container. is there a way to prevent that behavior inside the asset like how the muscle object node handles multiple inputs?. or another node that came to mind was the fetch node option "use parent transform of this node" toggle.
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