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Showing results for tags 'trigger'.
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I don't know why there is no information, nor good examples of how to make two agents seek and interact face-to-face ( heading, good oriented) and have synchronized actions and reactions like in a fight or a conversation. Is it possible to do it with Houdini or is Massive Prime still better?
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hey guys. simple question which I do not hold the answer to. I have a switch and I want it to switch input number every 50th frame going between 0 and 1. so example would be that for the first 50 frames the active switch value is 0 and then on frame 51 it goes to 1, hold that for 50 frames and then turns back to 0. I need this to be a procedural expression if possible rather than key framing it. Thanks
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Hello, I am triggering animation using a mask attribute, converting the mask to a group, and using a copy stamp to offset when animation is triggered. Using this workflow here by the awesome Matt Estela: https://www.sidefx.com/forum/topic/42799/ Everything works and seems great. What I am wondering, is if theres is a more up to date away of going about this that doesn't involve a copy stamp? Or doesn't involve converting my mask to a group? Ive attached a hip for anyone interested. Thanks you bunch of brainiacs! Trigger_Anim_mask.hiplc
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Hi, I wonder if it is possible to trigger an animation on an event. Let's say I have a sphere, I simulate it falling on the ground just using a Dopnet and a ground plane as a static object. And let's say I want to play an animation each time the sphere touch the ground, like waves on some water. How can I do it ? I've heard of RBD Impact Analysis, but I can't find how to use the generated points for something like it ? Can someone help me ? And can I have an example file ? I link an example of wave that I want to trigger when the sphere touch the ground Sound_Wave_v001.hip
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Hi everyone Im trying to get vellum dop system to emitt particles only between certain frames (Please see attached picture) Is there any ways of controlling vellum dop so that it triggers the simulation only at specific frames? something like $SF>11 & $SF<16 that one can use in the POP source's impluse activation? At the moment it seems to only accept one rule of emitting at a particular frame and it does not stop emitting I tried setting the emission type to continuous but that doesnt work either Thank you
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i have a simple audio file that is one note from a bass. using a trigger attribute from SOP piping that into a trigger node in CHOPS i can control where this audio will play. how can i change the pitch of each copy of the audio according to some other value from SOPs?
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At the moment i'm playing a bit with the crowd tools. i have seen that there are triggers for crowd agents but are there also triggers for object's? i want to make a small project where the agent has to run thru a parcour and in special situation some elements want's to kill them and for that i need logic in the object. is there a alternative way todo it? in a gameengine it's easy to do it but i wan't to learn houdini crowd.
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I made a explode ball (voronoi+foreach(make them scale and dissapear)) and I copy them along with my ground. And I animate the camera. What I am trying to do is to make the ball explode where my camera goes by. Is there a way to achieve it? Like a trigger or something? I tried to ramp my copy point, but I don't know how to connect it between the explode animation. The following is my hip file, please help me. Thank you so so much!!! cut01.hip