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Found 12 results

  1. Hello everyone! I recently made a setup to achieve magical smoke effect that orbits while moving. I shaped and animated a bunch of points that move along a custom curve. I want to make all those points orbit or twist around the original path (curve), something similar to curve force node for POP. I'm having some difficulties making this happen with VEX. I would appreciate your help. Cheers; Basic Shape.hip
  2. Hi there, I made a scene for simulating a piece of rope with the help of Vellum objects. Although it looks great, I noticed that when I use a polywire sop there is a lot of twist motion that makes the rope behavior unnatural. I posted the scene here so if anyone is kind enough to look at it and give me some suggestion for fixing the rope yaw rotation. thanks in advanced. RopeSimulation.hip
  3. Hi Everyone, I hope you can help me with this because I'm really interested in how to fix this. In short, I would like to know how to stop the bones from twisting 180 degrees when their goal null is pushed beyond their base's coordinate. The attached scene is using an off the shelf "IK with constrains" rig with only two bones. "Bone 1" I only want to be able to rotate on the x axis (y and z angle ranges are set to zero) and on x only in a -20 and +20 degree range, so I've set all these. But when I push the goal null on the Z axis past the coordinate of the base of bone 1 (so grab the goal null and drag it past -5 on the Z axis) you will see that it is twisting 180 degrees and now facing the other (wrong) way and going on. So the angle range limit is working but I want to be able to make sure that the bones can not twist and go the wrong direction when pushed beyond the limits, they should only be able to move within their angle ranges and nothing beyond that. Any help or suggestion is greatly appreciated. IKproblem.hip
  4. 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
  5. Hi, I am trying to create a rope that I can deform by using a curve. The problem is the twist node only really works if the rope is straight. As soon as I blend my line to my custom curve, the twist gets thrown off. What is a work around? thanks rope.hipnc
  6. Hey guys, I'm trying to create twisted stripes / tapes like on this picture. I'm a beginner and know how to create a stripe out of a curve, but how can I twist it in a certain area? Is there a way to make it procedural? Thank you very much
  7. Hi everyone, I made this setup to mix constraints between conetwist and glue, depending on angle value, i set the constraint_name in a sop solver plugged in the constraint network node, it works quite well but the resulting object is floating in the space... is anobody here can check my file and tell me what's going on!!!? apparently its not a subsanple or CFM, ERP issue ( i checked all this parameters and, nothing...) thx by advance, Best regards H TEST_PACKED_CONST_METAL_V002.hip
  8. Hi everyone! can't figure out why my cone twist constraint collpase at frame 2..., apparently this constraint dosen't care about restlength like other constraints... i tried all constraints, everything is just fine exept with this one, and cone-twist is exactly what i need.... I join a simple file based on a SideFX sample scene turned into what i need... thanks by advance Cheers! Twist-Const-Restlength.hip
  9. Hi everyone I applied a cone twist constrain to an obj, and then when i'm trying my sim I can't play in the right way with the parameters. everything I touch my fracture just "bounce" instrad of breaking. I tried to change also the Physical parameters of the object, why this is not working? Thank you
  10. Hi, This might be a very noob question, but I am still in learning of Houdini and I am stuck at this one point. Basically I got a ring of points that I want to copy a bent geometry to. However the twist/ bend sop only bend in one direction, so the same thing happens when I copy it over. My goal is to get them all to bend out from the circle and with a bend going downwards. Any suggestions on how I can do it? I have attached some images that might help explain what I want. Thanks..
  11. I am attempting to run a twist over a specific group of particles. I create an object to define the area of Interest then use an Attribute transfer to transfer a float value that I want to call in the Twist sop. But when I reference the $TWIST attribute I have created in the strength amount, it throws an undefined variable error. Is it not possible to use Custom Variables in the twist sop? The effect I am trying to achieve is a weighted deformation with controllable falloff, so that there is not a hard line between the deformed and undeformed particles. I'm sure its probably better to do this in a VOPSOP... simple example attached. Thanks guys twist_by_attribute.hip
  12. I have been at this project for a while now and am so sick of this not working. I just can't seem to make the tornado spin around the right way and be more directed by the particle movement. Can someone tweak this and give it back or merely give some suggestions based on the file? That would be awesome! Description: Particles emitting from circle based on surfaces. Volume from Tube for velocity input. Made normals controller to direct toward center of tunnel and down. Emitting fluid from particles using pyro solver from the billowy smoke shelf tool. Thanks so much!! Tornado with fluid_fuel try3.hip
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