ParticleSkull Posted October 7, 2016 Share Posted October 7, 2016 (edited) Hey guys, I'm working on this snot simulation and I need the top part of it to be "attached" to a nose. Any ideas on how to proceed? EDIT: Right now it's like this but I need to "constraint" it to a character. Thank's Alvaro Snot - v1-a.hipnc Edited October 7, 2016 by ParticleSkull add more info Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted October 8, 2016 Author Share Posted October 8, 2016 Just found a way with a torus Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted October 9, 2016 Share Posted October 9, 2016 you can use target constraint in the autodop mate attached a little scene for you - lemme know how you get on snot_pinned_example.hip 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted October 9, 2016 Share Posted October 9, 2016 darn it - just realised that you want to constrain FLIP object not FEM sorry about that hopefully you'll be able to do something similar Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted October 9, 2016 Author Share Posted October 9, 2016 Hey Anthony, thx man! This will be very useful on the next take of the animation. The snot will get out of the nose (it's a weird character) and then, on all the other takes, it just have to be wiggling constrainted to his nose. I can use the same mesh but now as a fem sim /Alvaro 2 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted October 9, 2016 Share Posted October 9, 2016 Heheh cool glad it was usable then Quote Link to comment Share on other sites More sharing options...
sekow Posted October 15, 2016 Share Posted October 15, 2016 had to try that out myself, here is my attempt: snot.hip 2 Quote Link to comment Share on other sites More sharing options...
sekow Posted October 15, 2016 Share Posted October 15, 2016 thinking of that a second more, one could hack the grain constraints to achieve a better result and even attach that to something... interesting task indeed Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted October 15, 2016 Author Share Posted October 15, 2016 Wow, Sebastian, pretty cool idea to control the force with a ramp! Thank's for sharing But yeah, it would be incredible if we could attach the tip to something /Alvaro Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted February 26, 2017 Share Posted February 26, 2017 @ParticleSkull did you manage to suss this out with grains mate? I'm wanting to do a similar trick and i cant for the life of me suss out how to pin them! Quote Link to comment Share on other sites More sharing options...
Skybar Posted February 26, 2017 Share Posted February 26, 2017 I did something similar a few weeks ago (that ended up not being used). I took a curve, constrained some of it's points and did a wire sim. Then I used a Point Replicate and adjusted pscale along the length of the curve, and then I meshed it. The result was a dangling snot with a bigger "drop" at the end of it. If you only need a dangling snot thing, with not much other interaction, I think a full flip/grain sim is a bit overkill and harder to control. 2 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted February 26, 2017 Share Posted February 26, 2017 @Skybar yeah that makes sense there for the snot thing - actually i'm trying to create the classic popping balloon filled with fluid and having a bit of issues - for some reason cant seem to pin the balloon to the top :/ attached a scene if your interested! its pretty much based on the snot example further up by @sekow but what i'd like to do is get a balloon to hang and i cant for life of me suss out how to pin the grains till they're hit by the bullet :/ sorry to hijack the thread but any ideas? balloon_pop_v02_flip.hip Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 27, 2017 Share Posted February 27, 2017 (edited) lack of experience prevents me from doing any of this...but just thinking aloud....what about suction force in H16...just right near the end, turn suction on with falloff etc..etc...? get down and boogie !!! (or should that be get UP you booger !!!) Edited February 27, 2017 by Noobini Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 2, 2017 Author Share Posted March 2, 2017 Hey @anthonymcgrath, i have used that torus solution. Worked pretty fine in my scene but I have to agree with you @Skybar, I could have much more control with the wire idea. @Noobini, I guess it could work! /Alvaro 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted March 2, 2017 Share Posted March 2, 2017 @ParticleSkull nice one at least there's a few ways. I think I'm going to end up doing it the full way.. a balloon cloth shape that pops when hit releasing the fluid. It'll be slower but more like how it should be. I just wish I could suss this stuff out more tbh i feel like I've hit a wall with various things in houdini lately Quote Link to comment Share on other sites More sharing options...
bunker Posted March 3, 2017 Share Posted March 3, 2017 You just can set the velocity to zero where you want to hold the fluid. eg: in a popwrangle : if(@P.y>0)@v=0; 2 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 3, 2017 Author Share Posted March 3, 2017 Hey @bunker, that's exactly what I was looking for! But where should I put the wrangle node? In Sops? I couldn't make it work like this: Cheers, Alvaro Quote Link to comment Share on other sites More sharing options...
bunker Posted March 3, 2017 Share Posted March 3, 2017 in DOPs: you can plug a pop wrangle in the 2nd input of the flipsolver. 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 3, 2017 Author Share Posted March 3, 2017 Damn, it ALMOST worked. Check it out, the pop wrangle did stoped the particles but the viscosity is "dragging" the 0 speed particles down. In this example the pop wrangle is activated only at frame 12: Scene file is attached Snot v1a.hiplc Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 4, 2017 Author Share Posted March 4, 2017 Is there a way to make the pop wrangle "stronger"? Using more substeps or somethings? Quote Link to comment Share on other sites More sharing options...
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