blackchicken Posted May 21, 2010 Share Posted May 21, 2010 Hello I have problem with particles rotation after they start moving by field. there is example. How I could fix it? I try rotation pop but I`m realy confused of them.Houdini help didnt help me too much to. Any idea? Thanks a lot. feathers_bad_rotation.mov little hip feather_02.hip Quote Link to comment Share on other sites More sharing options...
anim Posted May 21, 2010 Share Posted May 21, 2010 the copy SOP is using "v" attribute to orient copies that's why they rotate when they start moving in rotation POP you can put your expression to Angle param and to axis Y just 1 but it would result in all feathers rotating around Y the same speed you can use Angular Velocity POP for more controled rotation behavior, like according to speed you can increase angular velocity too with some randomization on axis, or whatever you want no matter what you use to rotate particles, you'll get "rot" attribute which is like relative offset to "v" for copy sop, so it won't help you much but you can rename it to "orient" after POP network to get stable orientation of copies look at the example you can also just delete/rename "v" and "N" attributes if present then "rot" will behave as expected but you maybe need "v" for motion blur so the first solution is better i think feather_02_fix.hip Quote Link to comment Share on other sites More sharing options...
blackchicken Posted May 23, 2010 Author Share Posted May 23, 2010 Thats briliant, thanks, you help me a lot. Little bit more understanding of particle rotations. Quote Link to comment Share on other sites More sharing options...
tomhanks Posted May 24, 2010 Share Posted May 24, 2010 the copy SOP is using "v" attribute to orient copies that's why they rotate when they start moving in rotation POP you can put your expression to Angle param and to axis Y just 1 but it would result in all feathers rotating around Y the same speed you can use Angular Velocity POP for more controled rotation behavior, like according to speed you can increase angular velocity too with some randomization on axis, or whatever you want no matter what you use to rotate particles, you'll get "rot" attribute which is like relative offset to "v" for copy sop, so it won't help you much but you can rename it to "orient" after POP network to get stable orientation of copies look at the example you can also just delete/rename "v" and "N" attributes if present then "rot" will behave as expected but you maybe need "v" for motion blur so the first solution is better i think Thanks for this information and for the file, with that I´ve learned more about the rotation too but I got a little confused about the orient attribute, I tried to look for the manual to see the difference between the orient and the rot attribute but I didn't find anything the could clear this, can you? thanks Quote Link to comment Share on other sites More sharing options...
anim Posted May 24, 2010 Share Posted May 24, 2010 according to my experience it seems that: "rot" acts like offset from rotation computed from "v" or "N" and "up" or "orient" if "orient" is present, "v", "N", "up" are ignored and "orient" sets the whole rotation if "orient" and "rot" are both present then "orient" sets the base rotation and "rot" acts like offset on top Quote Link to comment Share on other sites More sharing options...
tomhanks Posted May 24, 2010 Share Posted May 24, 2010 Thank you very much, it clarifies a lot. I just think that the manual should have a more detailed description about attributes like that. Thanks again and sorry for the bad English. Quote Link to comment Share on other sites More sharing options...
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