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fuse points and stay fused?


cupoftea

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i have an animated curve (star shaped) where the points come nearer to each other and afterwards fly away from each other.

 

now i want to fuse the closest ones and once they are fused they should stay fused forever (like a zipper, but where the lower end expands again after fusing the points and keeps the points together no matter what).

i first thouhgt of using two fuse-sops (one snap and one fuse) in a row inside a SOPsolver, but i just cant get it done i am too new to this software.

i guess its simple?

 

thx

 

 

 

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Doh, you were so close! You hit a subtle UI thing of Houdini that confused me for a while too.

Dive into your solver, select the fuse sop, and change the tab from 'snap' to 'consolidate'.

The radio-button icon on the tab title is a clue; these tabs don't just organise UI elements, they select different modes of the sop. Consolidate (ie, merge points) is different from snap, which will snap points to the same grid locations, but doesn't actually merge them.

If you wanted to snap and consolidate, you'd need to run 2 fuse sops one after the other; one in snap mode, the other in consolidate mode.

Edited by mestela
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thank You Matt for Your Explanation, 
it helped, now I am using 2 fuses in a row.
I have still question though: there are a few points who again divorce after being fused (its kind of like the distances change since points that are fused change their positions and so have again new created distances from other points of course). is there any way to fix that?

and other question:

I animated it inside the solversop but now when I playback the animation is very different. the overshoot of the point positions is very very much higher when playing the animation in sop level than when playing it in solversop (dop-level?)

 

thx again folks!

 

Toro

Edited by cupoftea
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Had a look at your scene, I can't see any points that un-fuse once fused. If you watch the geometry spreadsheet, the number of points only decreases.

 

Re the acceleration, that often happens if you take a technique and move it into a solver. It will accumulate whatever effect you're doing, so tame movements become rapidly amplified. I reduced the last keyframe on your multiplying channel down to 0.032, it all calmed down. I also found the result looked nicer if I bypassed the snap sop, but I don't know what effect you're trying to achieve.

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