cupoftea Posted December 30, 2015 Share Posted December 30, 2015 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 Quote Link to comment Share on other sites More sharing options...
Maurits Posted December 30, 2015 Share Posted December 30, 2015 Have a look at the "solver" node, this allows you to use the result of the last from as input for the current frame. Quote Link to comment Share on other sites More sharing options...
cupoftea Posted December 31, 2015 Author Share Posted December 31, 2015 hey Maurits, thank You for Your answer, but as I already mentioned, I tried that but it didn´t work. any suggestions how? Quote Link to comment Share on other sites More sharing options...
alksndr Posted January 1, 2016 Share Posted January 1, 2016 Can you upload a file? Unless its a weird thing or something with fuse, I'm assuming you're not doing the proper method for making animated objects work within a sop solver and thats why? Heres one of many ways to get deforming geo to work solverSOP_Solution.hipnc Quote Link to comment Share on other sites More sharing options...
cupoftea Posted January 2, 2016 Author Share Posted January 2, 2016 here´s my first version. I tried again but no success. can you tell me what I am wrong at? i guess i just didnt get the Concept yet. But i try My Best. thank You alot SnapCurve.hipnc Quote Link to comment Share on other sites More sharing options...
mestela Posted January 2, 2016 Share Posted January 2, 2016 (edited) 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 January 3, 2016 by mestela Quote Link to comment Share on other sites More sharing options...
cupoftea Posted January 3, 2016 Author Share Posted January 3, 2016 (edited) 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 January 3, 2016 by cupoftea Quote Link to comment Share on other sites More sharing options...
cupoftea Posted January 3, 2016 Author Share Posted January 3, 2016 now update attached SnapCurve1.hipnc Quote Link to comment Share on other sites More sharing options...
mestela Posted January 4, 2016 Share Posted January 4, 2016 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. Quote Link to comment Share on other sites More sharing options...
cupoftea Posted January 4, 2016 Author Share Posted January 4, 2016 again Thank You very much Matt. yes perfect! You´re right the points stay fused, it´s only visually looking wrong. Glad to know it works now.And yes also the keyframe value helped alot.thx toro Quote Link to comment Share on other sites More sharing options...
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