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Showing results for tags 'staticobject'.
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Hi, I try to make my default set up. Then I want to make a auto-enable setting for staticObject node, instead of creating/deleting the node every time. This is because whitewater solver, for instance, makes a strange collision artifact if staticObject node does not get any collision objects from SOP. So far, I tried a enableSolver, switch node with if(nprims(surface)>0, 0, 1), etc. None of them works well. Alternatively I made to insert a dummy object in SOP, then the staticObject takes it to avoid artifact. We could unlock the staticObject node and implement nodes in there, but I want to avoid this way because it causes a file size larger. Does anyone have smart ideas to do auto-enable/bypass staticObject node?
velk posted a topic in General Houdini QuestionsHi, I have a very simple DOP network with 2 static object colliders. (Houdini 16.5) In my scene, I'm instancing sphere on the particles from the DOP simulation. The spheres are instanced perfectly to the particles of the dynamic sim, but they are also wrongly getting instanced on each verts/points of my collider objects (the 2 staticobjects on the top left). My instancer node in the scene is set to "full point instancing" (in the point instancing option), which could be the problem, but that is the only option that instances the spheres to my partciles. Any tip would be greatly appreciated. Thanks
Hello everybody. I'm bringing in a cached character animation and cached curves from Maya as an Alembic cache. I've split the character and my hair curves apart and created a DOP with wire solver where I can successfully simulate the curves colliding with the characters body and falling endlessly into space. I'm now trying to create constraints to constrain my Zero cvs for my wires to my scalp points on my cached character which is in the DOP as a staticobject. The hair curves have a group already with all the 0 cvs and the static object has a group for the scalp points. I'm trying to find a simple way to constrain these two groups together. I've tried using an sbdpinconstraint but it wants all of the constrained points and goal points to be in order so that it can constrain them to one another in that order. Is there a node or method by which I can constrain these two groups of points to one another intuitively based on distance. I'm also considering caching my hair curves in maya so that I can just glueToAnim but I'll still need to know how to constrain things. I'm a bit new to Houdini, hope you guys can help cheers.