mondo3d Posted August 19, 2014 Share Posted August 19, 2014 (edited) Hi everybody, I've been several days trying to do something that is very common in maya but it's driving mad in houdini (as usual, that's why I like it) .... so I don't know what else to try... So I create a simple procedural nurbs curve (so I don't know the position of the vertices beforehand) what I am trying to do, is to position some control curves ( a nurbs circle for instance) where the vertices of the curve are (maybe with a sweep or a copy?). and then link the position of every one of those curves to the corresponding curve points, so when moving the control curves at object level it drags the corresponding point with it. and therefore deforming the curve. How could I set the position of an object to a point and then make the point a child of that object? Any help/tip/guide would be much appreciated!!!. Thanks!!! Edited August 19, 2014 by mondo3d Quote Link to comment Share on other sites More sharing options...
kgoossens Posted August 20, 2014 Share Posted August 20, 2014 Is this what you are looking for? pointsToCurve.hipnc Quote Link to comment Share on other sites More sharing options...
mondo3d Posted August 20, 2014 Author Share Posted August 20, 2014 Hi kgoossens, Thanks a lot for your post. That is the functionality I am looking for, but I am hoping to find a solution where you can select any of those circles (not visible in your example) (at object level if possible) and then drag them around using the move and rotate tool, to modify their position. rather than controlling their position via the numeric values. I think my main problem is that I don't know the position of the cvs beforehand, if I did, I guess I could just setup a bone chain and moving the bones around with a curve or a null. The other thing I am trying is to deform the curve with a ramp, but this is a pain in the a** because my curve is not aligned to any axis. And is definitely not as intuitive as moving points around. any ideas, please??? Thank you!!!! Quote Link to comment Share on other sites More sharing options...
kgoossens Posted August 20, 2014 Share Posted August 20, 2014 That is exactly what you can do. If you go to object level you can select the circles and move them around using their manipulators. Quote Link to comment Share on other sites More sharing options...
mondo3d Posted August 20, 2014 Author Share Posted August 20, 2014 Hi kgoossens, Thanks again!! yes, you are right!!! I don't know why I didn't see that before. The only thing is that in your example, it seems that the curve cvs initially move to the position of the circles. what I'd like to do is using an given procedural curve. I'd like to get the circles to get to the position of the curve cvs (initially) and then once they are in the right position, then as in your example, I would move the circles around modifying the cvs. Apologies if my explanation is a bit confusing, my english is a bit weak. Thanks again!!! Quote Link to comment Share on other sites More sharing options...
kgoossens Posted August 20, 2014 Share Posted August 20, 2014 You can get the info from an Initial curve an use this to set the initial position. pointsToCurveSnapToIni.hipnc Quote Link to comment Share on other sites More sharing options...
mondo3d Posted August 20, 2014 Author Share Posted August 20, 2014 Thanks again kgoossens!!! that is the kind of thing I was looking for. Thanks indeed!!! You are a trully illusionist!!! I owe you a beer when you come to London!!! Quote Link to comment Share on other sites More sharing options...
kgoossens Posted August 20, 2014 Share Posted August 20, 2014 Hehe, I'll remind you to that Quote Link to comment Share on other sites More sharing options...
mondo3d Posted August 20, 2014 Author Share Posted August 20, 2014 I hope you do!!!! Sorry for being a pain, but would you mind to help me understand the "@handles" line you wrote within the merge node in the curve object, please? is that vex code to read an attribute?? Thanks again!!!!!!!!!!!!!! Quote Link to comment Share on other sites More sharing options...
kgoossens Posted August 20, 2014 Share Posted August 20, 2014 In this case it is used to get the objects I have stored in the bundle list. @handles refers to the bundle I've named handles. This allows you to import multiple objects at once without having to write an object list(script). With a bundle you can create a collection of nodes. There is also a "smart" bundle that I have used with a pattern to select only the objects named circle. So whenever you would add a circle object to that scene it will get added to the bundle automatically. Quote Link to comment Share on other sites More sharing options...
mondo3d Posted August 20, 2014 Author Share Posted August 20, 2014 That is awesome!!!! I didn't even know about bundle lists!! Thanks a lot!!!!! I think we'll have to make it 2 big beers when you come to London!! Cheers!!!!!!!!!!!!!!! Quote Link to comment Share on other sites More sharing options...
kgoossens Posted August 20, 2014 Share Posted August 20, 2014 Quote Link to comment Share on other sites More sharing options...
cristobalvila Posted January 17, 2015 Share Posted January 17, 2015 Just to say that I learned a couple of interesting things with this post Thanks Kim! 1 Quote Link to comment Share on other sites More sharing options...
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