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Showing results for tags 'spin'.
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Hi all! I hope this isn't a dumb question, but I'm stuck getting my particle shapes to spin. I might be approaching this wrong... I've fractured and packed an object. I bring the pieces into the POP network, instancing each piece with source emission type set to All Geometry - each particle is a piece from the fractured geo. Now I just want these pieces to spin. I do get the w attribute set, but, the pieces themselves are just translating with the particles, not rotating. A simple scene with the setup is attached. Can anyone point me in the right direction here, and perhaps explain why this approach doesn't seem to be working? Thanks! popSpin.hip
viki164 posted a topic in EffectsHello folks, Newbie here. I am trying to make some foam particles with POP Grains. So far the motion is coming along well what I am missing is the particle spin based on clumps it has formed. In Maya Nparticles the particles rotation is computed dynamically. I wonder if there is a way to do the same with POP Grains & link the rotation or spinning speed based on the clumps. Any Idea or workaround would be great ! Thanks, Vik
This has been a very hard search to find an answer to. What I'm trying to do is add an initial spin/rotation to a DOP object. I attached a simple scene of a torus that has an initial upward velocity and then just falls to the ground due to gravity. Essentially, I'm trying to give it a "punch" that will cause it to spin - but not perpetually. A good example would be if you had an object that hit "glass." Although the sim would be physically correct, to add interest it would be nice to add a little spin force to the shards of glass on the initial impact. I can't for the life of me find a way to do this in DOPs. I'm sure I could be overlooking the most obvious parameter, but it's also Houdini and sometime the simplest task takes some finagling. Any help is appreciated! DOP_spin.hipnc
Hi Folks! This is my first post here! I'm returning to Houdini after a break only to find that POPs have changed a lot... I'm stuck on one little thing - POPspin. I have a very simple AutoDOP network - (location - POPsprite - POPsolver) in POPsprite I have a VEXpression (spriterot = rand(f@id)*360) which sets the sprite angle to random. I want to give each sprite a slight random spin which I have tried to do with POPspin but I have had no joy! Should POPspin come before or after POPsprite? (at the moment neither works...) Any help welcomed, Thanks S.