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Showing results for tags 'ribbon'.
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Hello I'm trying to create a quasi-ribbon type spine setup with sops. I've got two Null controllers that drive position and orientation using quaternions. The orientation is derived using vectors from points in the null controllers. I then used a mix in a vop to blend the orientations to get almost good twisting in the spine. The problem arises when I rotate past a certain amount the orientation flips. I think it's a quaternion thing, Maya does this all the time. Is there a better way to create this kind of setup with no flippen flipping? In the hip you'll see that I'm animating only the top controls Y rotation and when goes just passed 236 it flips. Any help would be super appreciated. Kev dynamic_spine_03.hipnc spineFlip.mp4
Hello peeps, I'm trying to figure out something similar to some sort of ribbon setup in Houdini. Still, lots to do but right now I'm trying to work out rotations, I have twist working by itself such that if I twist the ribbon the bone rotates accordingly and bend working by itself as well, however, if I twist and bend the ribbon at the same time, the rotations become unstable. How can I fix this? Any help is much appreciated!!! Thanks. ribbon_setup_test_01.hip
Hi All, I am trying to implement a concept of a spool of thread that unwinds leaving a trail that then takes on the shape of the classic "support this cause" ribbon. I have started with Matt's Pop Trails example file and replaced the scatter with an Object Merge of a single point from an external object that tracks the spools Z position. This gets me a single thread trailing the spool. What I don't know how to do, is to make the trailing thread take on the proposed shape for the concept? Is this Pop Trails example the best way to handle this or is there a better approach? Thanks ap_me_pop_trails_spool_thread.hipnc