monomind Posted November 6, 2017 Share Posted November 6, 2017 Quite new to houdini, enjoying it very much. I see a lot of animated mesh deformation videos on instagram recently. For instance this account has many of them.https://www.instagram.com/_estebandiacono/ I want to learn the general logic behind these animations. I can do things like voronoi fracturing an object, or filling it with a growing spaghetti line but I can only do this to static geometry. I think there is a method to make those things for dynamic geo as well. Is that a trick? I hope this is a clear question. Quote Link to comment Share on other sites More sharing options...
Sepu Posted November 6, 2017 Share Posted November 6, 2017 Depending on what kind of effect you want you either use the attr interpolate or the point deform here is a simple example Deform_ex.hipnc 1 Quote Link to comment Share on other sites More sharing options...
monomind Posted November 6, 2017 Author Share Posted November 6, 2017 I love you <3 Quote Link to comment Share on other sites More sharing options...
monomind Posted November 6, 2017 Author Share Posted November 6, 2017 How can I have something like this on animated structures: If I do pointdeform before vdb, it needs to calculate vdb every frame, a bit slow and jittery, as new topology is generated every frame, however if I do the pointdeform after single time calculation of vdb then most of the geometry is stretched or deformed in an undesired way. What's the best approach in similar cases Quote Link to comment Share on other sites More sharing options...
monomind Posted November 7, 2017 Author Share Posted November 7, 2017 Any ideas? Quote Link to comment Share on other sites More sharing options...
yesyes Posted November 7, 2017 Share Posted November 7, 2017 have rest position apply deformations to that Quote Link to comment Share on other sites More sharing options...
monomind Posted November 7, 2017 Author Share Posted November 7, 2017 then the deformed geometry is re-deformed with the anim and spheres won't fit in (or they're deformed as well, depending on where they're merged) Quote Link to comment Share on other sites More sharing options...
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