cwalrus Posted October 3, 2015 Share Posted October 3, 2015 hi - maybe this is simple but i can't figure it out - I have six POPAxisForce nodes - see picture - and I want to duplicate all six of them and then move all six of them as a group to the right somewhat. I can't use a Null or and Edit or an Xforn node within the DOP network, right? Just looking for a more efficient way to set up this.. THanks! cameron Quote Link to comment Share on other sites More sharing options...
cwalrus Posted October 3, 2015 Author Share Posted October 3, 2015 Edit - I realize I am trying to transform their centers, not their x,y,z... In Maya you can select multiple nodes and type something like this in a channel box: + = 5 and they will all add 5 to their respective values. Is there a Houdini equivalent? (ps I also realize I can do this one at a time, of course... just looking for a more efficient way) Quote Link to comment Share on other sites More sharing options...
cwalrus Posted October 3, 2015 Author Share Posted October 3, 2015 Also, anyone the simplest way to apply a 'wave warp' or sine wave deformer to your particles? Quote Link to comment Share on other sites More sharing options...
alexisB Posted October 3, 2015 Share Posted October 3, 2015 I'm not sure this is the most efficient way, but off the top of my head, I'd create a null and change the parameter interface to have a float value that would be the distance between the two groups. Then duplicate the 6 pop forces, and have their centers be a relative reference of their duplicate plus the relative reference of the null float. That way, you always maintain the distance, even if you change the locations of your originals, and you have the ability to change the amount of distance at any point, without having to change anything... Quote Link to comment Share on other sites More sharing options...
anim Posted October 5, 2015 Share Posted October 5, 2015 you can multiselect them then MMB drag on value will offset the parm in all of them or multiselect them add keyframe to center parm (Alt+Click)(it will add it to center parm of all selected nodes) scope center parm select those keyframes in channel editor type +5 in Value parm at the bottom (similarly *5 /5 and for subtracting you have to do +-5, as just -5 is absolute value of -5 ) 1 Quote Link to comment Share on other sites More sharing options...
cwalrus Posted October 5, 2015 Author Share Posted October 5, 2015 Thanks! Exactly what i was looking for. Quote Link to comment Share on other sites More sharing options...
cwalrus Posted October 20, 2016 Author Share Posted October 20, 2016 On this topic - I have a whole bunch of POPAxisForce nodes in a POP network (several toruses). They are laid out perfectly in relation to the source object at the first frame, but then of course the source object moves, and they do not. Is there a SIMPLE way to have their positions and rotations follow the animated source object? I know the longer way - copy and paste relative references from the SOP object onto each of their Centers with an offset, but I'm wondering if there is a simpler way. Thanks!! Quote Link to comment Share on other sites More sharing options...
cwalrus Posted October 20, 2016 Author Share Posted October 20, 2016 To answer this in case some one else needs this solution: Take a sphere and make it a child of the animated object on the /obj level. Then create a geo node, hop in it, and create an ObjectMerge. Merge your sphere and check transform into this object. Then on the dops level, on the "Center" of your PopAxisForce, type in centroid("../../../Sphere/object_merge1", D_X) in the X, and then do the Y and Z (D_Y, D_Z in the code). Should snap your axisForce to the center of the sphere object. (for rotation it's different - in a nutshell make a two-point line one unit long and transform it with the rotation of the object on the OBJ level. If the first point is at 0,0,0, the second point will be your vector) Quote Link to comment Share on other sites More sharing options...
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