magneto Posted April 17, 2015 Share Posted April 17, 2015 Hi, It seems simple but I couldn't get it to work like in the video. Definitely point clouds and fitting the distance to near-far distance and then using this as the blend amount. But in the video it seems like it's doing a simulation where when the point gets out of range, it slowly starts to blend to non-animated version? Any ideas? Thanks 1 Quote Link to comment Share on other sites More sharing options...
kgoossens Posted April 17, 2015 Share Posted April 17, 2015 To me it seems like a simple falloff controlling the morph.I would approach this using chops for reading the animation per point. 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted April 17, 2015 Author Share Posted April 17, 2015 Thanks Kim. The blendshape sops don't allow the amount to vary though, right? So you mean actually doing the blending manually in VOPs? Other than that I don't know how to use CHOPs for this. I imagine that will allow you to access the animation at any frame you want? Am I right in assuming the points outside the range will slowly start to blend back to original positions? If so, how would you control this? By a simple normalized value controlled by a ramp to slowly blend back into original positions based on a fixed amount of total time? Quote Link to comment Share on other sites More sharing options...
kgoossens Posted April 17, 2015 Share Posted April 17, 2015 You can create a sequence of shapes for the morph. If you take a sequence blend you'll get a linear blend between each one of the shapes. Then take that animation into chops. use 2 filter nodes. First shapen and then a gaussian blur. Like this you can achieve a cardinal "like" smooth spline and you'll have a fluid animation. That result you can use for getting the animation. 1 Quote Link to comment Share on other sites More sharing options...
kgoossens Posted April 17, 2015 Share Posted April 17, 2015 Each point's animation is represented by its animation curve. 1 Quote Link to comment Share on other sites More sharing options...
eetu Posted April 18, 2015 Share Posted April 18, 2015 Had to try this, the one on the left is the mesh sequence, the one on the right picks up different timepoints from the former according to distance to an effector. ee_proximity_time_morph.mov proximity_time_morph_v005.hip 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted April 18, 2015 Author Share Posted April 18, 2015 Thanks eetu, exactly what I wanted. I don't know chops so I wouldn't be able to do it this way. Can it be done without chops? I assume that would require simulation, i.e. Solver SOP? Quote Link to comment Share on other sites More sharing options...
eetu Posted April 18, 2015 Share Posted April 18, 2015 Solver SOP gives you access to the previous frame, but here you need random access to all previous frames per point. Maybe something like a Time Shift SOP inside a per-point ForEach SOP might work, but it's not exactly pretty (Or, if all else fails; write the sequence to disk, and seek the different frames with an expression-driven File SOP inside a per-point ForEach..) 1 Quote Link to comment Share on other sites More sharing options...
eetu Posted April 18, 2015 Share Posted April 18, 2015 I don't know chops so I wouldn't be able to do it this way. Can it be done without chops? On second thought, I gave you the wrong answer first. The right answer is: learn CHOPs. I don't know much CHOPs either; I first tried this yesterday, failed, got frustrated and set it aside. Today I picked this up, did some searches and read up a bit, tried a couple of wrong approaches, but then got it working. Just bite the bullet, that's how progress happens! 2 Quote Link to comment Share on other sites More sharing options...
magneto Posted April 18, 2015 Author Share Posted April 18, 2015 Thanks eetu, I agree. CHOPs are the most overlooked aspect of Houdini Can you do subframe look ups without CHOPs though in your above mentioned methods? 1 Quote Link to comment Share on other sites More sharing options...
kgoossens Posted April 19, 2015 Share Posted April 19, 2015 Here is another example WaveShape-01.hip 1 Quote Link to comment Share on other sites More sharing options...
FromHell Posted May 16, 2015 Share Posted May 16, 2015 Here is a tutorial on how to achieve this in 3ds max. http://www.itsartmag.com/features/rigging-waves-in-3ds-max/ I think using cloth simulation or chops in houdini is to exagerated 1 Quote Link to comment Share on other sites More sharing options...
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