ParticleSkull Posted March 6, 2017 Share Posted March 6, 2017 Hey guys, how can I use this target pins option? I have an animation in sops and I need the grains to be constranited to that animation. I guess the targetP attribute shouldn't come from Sops but I can't find a way to make it in Dops beased on that Sop animation. Any tips? Thx Quote Link to comment Share on other sites More sharing options...
mestela Posted March 6, 2017 Share Posted March 6, 2017 This might help: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Grain_attached_to_things.2C_then_explode 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 6, 2017 Author Share Posted March 6, 2017 Thx Matt! That's an awesome example. I haven't realised that targetP should be directly related to P (i know, it makes a lot of sense) (v@targetP=@P;) I still couldn't make it work but now I have some new ideas to explore. Guys, I still apprectiate any other tips Cheers, Alvaro Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 6, 2017 Author Share Posted March 6, 2017 Now it's working, thx a lot Matt. scene file + stick notes is attached: Grains Constraint v1.a.rar 3 Quote Link to comment Share on other sites More sharing options...
Mogul4200 Posted April 25, 2019 Share Posted April 25, 2019 I found this post very helpful in figuring out the grain dancer question. I just needed some help finding where to apply animation to have force go to the grains. I think I understand the use of the point deform node, but I'm putting it in the wrong place. Here is what I have been working on. Please help Thank you, grainExp3.hip Quote Link to comment Share on other sites More sharing options...
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