Skybar Posted January 13, 2014 Share Posted January 13, 2014 I have an animated character brought into Houdini with Alembic. He is walking, and where his feet hits the ground there needs to be some kind of a dust puff. I don't really know how to accomplish it. Right now I've used a Trail SOP to calculate the velocity, and then in a VOPSOP I use a couple of Compare VOPs to find when the foot has hit the ground. When it does hit the ground I change the color and transfer that to the ground, where I emit particles for 1 frame. It kinda works, but it feels really hard to control and it could be a lot better. Has anyone done anything similar, or have any ideas? If it were a simulation in DOPs it would be pretty straightforward, with impact data and what not. But with a cached animation I feel really lost.. Quote Link to comment Share on other sites More sharing options...
Hudson Posted January 14, 2014 Share Posted January 14, 2014 (edited) I would do the same as you are doing but also add an "explodin effect" from the foot and add a possibility to blend the foot's vel and the exploding effect.I mean like playing around with forces Edited January 14, 2014 by Hudson Quote Link to comment Share on other sites More sharing options...
moondeer Posted January 14, 2014 Share Posted January 14, 2014 val cripps did this exact lesson for fxphd a few years back. maybe they will sell you access... in this case it was a dragon flying near a ground plane. poofs of dust simmed where the wing tips touched the ground. Quote Link to comment Share on other sites More sharing options...
Skybar Posted January 14, 2014 Author Share Posted January 14, 2014 Sleep seems to be the magic ingredient, some tweaks later and it started working pretty okay today. I will however take a look at that Eric if I can find it, thank you! Quote Link to comment Share on other sites More sharing options...
Skybar Posted January 14, 2014 Author Share Posted January 14, 2014 Oh, the tutorial basically consisted of grouping a bunch of points, and then manually choosing a frame to emit on. Thanks anyway Quote Link to comment Share on other sites More sharing options...
woodenduck Posted January 15, 2014 Share Posted January 15, 2014 Here's a simple approach. impacts.hip Quote Link to comment Share on other sites More sharing options...
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