dfmn Posted June 14, 2016 Share Posted June 14, 2016 (edited) I'm trying to figure out how to move lets say point0 90% in Y towards point 1. When it moved 90% then move both point0 and point1 90% in Y to point2. What im trying to create is theater curtains and I gotten pretty far, but I want to make a lil better. I drew a picture which might make it easier to understand. You can also check out the file what I got so far, of course I would need to have better settings etc. Any idea highly appreciated! curtain_test_002.hiplc Edited June 14, 2016 by dfmn Quote Link to comment Share on other sites More sharing options...
deniz Posted June 14, 2016 Share Posted June 14, 2016 "linear interpolation" linear.hipnc Quote Link to comment Share on other sites More sharing options...
f1480187 Posted June 14, 2016 Share Posted June 14, 2016 For vertical line with several points it is as simple as: // Point wrangle. @P.y += max(0, @Time - @P.y) + @ptnum / 10.0; Ask, if you will have problems with actual, more complex setup. curtain_constraint.hipnc 6 Quote Link to comment Share on other sites More sharing options...
dfmn Posted June 14, 2016 Author Share Posted June 14, 2016 48 minutes ago, f1480187 said: For vertical line with several points it is as simple as: // Point wrangle. @P.y += max(0, @Time - @P.y) + @ptnum / 10.0; Ask, if you will have problems with actual, more complex setup. curtain_constraint.hipnc wow thats amazing! Thanks! Quote Link to comment Share on other sites More sharing options...
dfmn Posted June 14, 2016 Author Share Posted June 14, 2016 (edited) @f1480187 is it possible to give each point a little delay before they start moving again? something like this: I can just do it by hand, but I also trying to learn get better at houdini so this is very good learning for me! Edited June 14, 2016 by dfmn Quote Link to comment Share on other sites More sharing options...
f1480187 Posted June 15, 2016 Share Posted June 15, 2016 (edited) Sure, it is easy with a ramp. Input geo here must have a point per meter of height, to match with seconds of @Time variable. You also could multiply @Time by desired meters per second value. // Point wrangle. float timeramp = floor(@Time) + chramp("timeramp", frac(@Time)); @P.y += max(0, timeramp - @P.y) + @ptnum/10.0; curtain_constraint_ramped.hipnc Edited June 15, 2016 by f1480187 6 Quote Link to comment Share on other sites More sharing options...
dfmn Posted June 15, 2016 Author Share Posted June 15, 2016 @f1480187 wow!... Thank you so much sir, this is amazing. Gonna try to recreate it in vops so I can understand how it works! Quote Link to comment Share on other sites More sharing options...
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