bandini Posted March 21, 2010 Share Posted March 21, 2010 Did a little R&D today - trying to dig a bit deeper into DOPS. I put together a little "jumping beans" style simulation. No keyframes, just expressions in DOPS. This is using the ODE solver. I'm using some expressions to add and subtract the "beans" from a group that gets a motion DOP applied, causing the jumping motion. Right now, one of the group conditions is if $ty is between 0 and 1, but this is not so good, as some "beans" start jumping before they have hit the ground, and I can't specify beans must be at 0, because then "beans" on the top of the stack will never jump. I was looking for a way in DOPS to use acceleration in expressions so I could use that instead, but I couldn't figure out how to do that. Any hints? Quote Link to comment Share on other sites More sharing options...
old school Posted March 21, 2010 Share Posted March 21, 2010 Nice! Utilizing a flaw in a solver used to great effect. ODE exploding when two objects interpenetrate. Quote Link to comment Share on other sites More sharing options...
bandini Posted March 21, 2010 Author Share Posted March 21, 2010 Nope The motion is not created by a flaw in the solver. The motion is intentional and scripted. There is a motion DOP that is applying velocity and angular velocity to random cubes at random time intervals. Nice! Utilizing a flaw in a solver used to great effect. ODE exploding when two objects interpenetrate. Quote Link to comment Share on other sites More sharing options...
Peter Quint Posted March 21, 2010 Share Posted March 21, 2010 On acceleration in DOPs you have to calculate it yourself. See http://www.vimeo.com/8275547 and following tutorials for an example of how it can be done. I think the third video onwards covers it. 1 Quote Link to comment Share on other sites More sharing options...
bandini Posted March 22, 2010 Author Share Posted March 22, 2010 On acceleration in DOPs you have to calculate it yourself. See http://www.vimeo.com/8275547 and following tutorials for an example of how it can be done. I think the third video onwards covers it. Thanks, Peter! That's exactly what I was looking for. Nice to see another Houdini artist who also is familiar with Cinema 4D. For what it's worth, I've been taking some time to make my own Houdini Mograph OTLs based off of the Cinema 4D ones. You can see some examples here: Basically been building a matrix object, random, noise, step, target, and spline effectors, and a path deformer. Your tutorials on point animation mixed with DOPS will really help open up some nice possibilities. I guess if you have the bullet solver, you'd have something very close to C4D in terms of the speed of dynamics, but the the addition of all the other powerful dynamics tools Houdini gives you. I was a bit curious with your example why you didn't use the ODE solver. It's perfect for a situation like what you were showing. Quote Link to comment Share on other sites More sharing options...
Peter Quint Posted March 22, 2010 Share Posted March 22, 2010 (edited) ODE produced very dramatic and 'explosive' movements, which is why I didn't use it. But perhaps there was an error in the setup. Good luck with the MoGraph OTLs they should be very useful. Edited March 22, 2010 by Peter Quint Quote Link to comment Share on other sites More sharing options...
el_diablo Posted March 22, 2010 Share Posted March 22, 2010 ODE produced very dramatic and 'explosive' movements, which is why I didn't use it. But perhaps there was an error in the setup. Good luck with the MoGraph OTLs they should be very useful. Peter, I just wanted to say thanks for the tutorial videos. I wasnt aware of them until just now . Quote Link to comment Share on other sites More sharing options...
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