avak Posted January 24, 2018 Share Posted January 24, 2018 Hi I have a closed nurbs curve, then resample node, now how can I for example in frame 2 say point1 go to point 2 , p2 to p3 p3 to p4 ,...and again in next frame this continues? so basically every next frame every point goes to its next point position ? Quote Link to comment Share on other sites More sharing options...
Sepu Posted January 24, 2018 Share Posted January 24, 2018 you will want to use a solver sop. Quote Link to comment Share on other sites More sharing options...
yglemarec Posted January 24, 2018 Share Posted January 24, 2018 you can use a sort node with "shift" parameter + this code in the offset : ($F-1)%npoints(0) Quote Link to comment Share on other sites More sharing options...
avak Posted January 24, 2018 Author Share Posted January 24, 2018 Thanks for your opinions, Actually I am looking for a way so they move in 3d space rather than changing their point number, mathematically if I want to move a point from one position to another position I should multiply its initial position to a vector (a direction) please correct me if I am wrong. but how can I do it ? moveit.hip Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted January 24, 2018 Share Posted January 24, 2018 maybe not what you want, but carve also move points on a curve. Quote Link to comment Share on other sites More sharing options...
fencer Posted January 24, 2018 Share Posted January 24, 2018 hehe, dance)) moveit_v02.hip Quote Link to comment Share on other sites More sharing options...
avak Posted January 24, 2018 Author Share Posted January 24, 2018 @AntonieSFX , yes carve is an option, but I am looking for doing it in real 3d space. Thanks anyway @fenser, thanks for you input, is there any way we can do this without the solver ? Quote Link to comment Share on other sites More sharing options...
fencer Posted January 24, 2018 Share Posted January 24, 2018 17 minutes ago, avak said: @AntonieSFX , yes carve is an option, but I am looking for doing it in real 3d space. Thanks anyway @fenser, thanks for you input, is there any way we can do this without the solver ? maybe) moveit_v03.hip 1 Quote Link to comment Share on other sites More sharing options...
avak Posted January 24, 2018 Author Share Posted January 24, 2018 That's amzing for me fencer, I am very excited to learn houdini deep but just my mind is not good for math, sorry for nob question how can I reveres the motion or spead up slow down it abit, I appreciate man Quote Link to comment Share on other sites More sharing options...
fencer Posted January 24, 2018 Share Posted January 24, 2018 2 hours ago, avak said: That's amzing for me fencer, I am very excited to learn houdini deep but just my mind is not good for math, sorry for nob question how can I reveres the motion or spead up slow down it abit, I appreciate man Sorry, I'm away from pc, there is should be parameter "spee" (speed)), play with it, try negative as well. 1 Quote Link to comment Share on other sites More sharing options...
Noobini Posted January 24, 2018 Share Posted January 24, 2018 (edited) hold it right there....you guys should inspect things more carefully. open up file moveit_v03, display point numbers, scrub....you'll see the numbers SHIFTING....not just moving but also shifting...it does this after each segment increment. Edited January 24, 2018 by Noobini 1 Quote Link to comment Share on other sites More sharing options...
avak Posted January 25, 2018 Author Share Posted January 25, 2018 OUCH,...that's right Noobini, it is like cycling every each 11 frames. I my self have no idea how it happens. Quote Link to comment Share on other sites More sharing options...
yglemarec Posted January 25, 2018 Share Posted January 25, 2018 (edited) oh sorry for my missunderstanding , i need to rise up my english level for the futur hope this file will help you ... even if fencer/noobini have ever done the job : just pushing further my "sort way mistake" to achieve same result with differents nodes ++ moveit-sort way.hiplc Edited January 25, 2018 by yglemarec 2 Quote Link to comment Share on other sites More sharing options...
avak Posted January 25, 2018 Author Share Posted January 25, 2018 16 minutes ago, yglemarec said: oh sorry for my missunderstanding , i need to rise up my english level for the futur hope this file will help you ... even if noobini has ever done the job : just pushing further my "sort way mistake" to achieve same result with differents nodes ++ moveit-sort way.hiplc Thanks for the input I found something if you look at frames 1 to 10, the point number 89 is not moving , and moves after frame 11. then point 0 stops between frames 11 to 21 and this cycle continues. Quote Link to comment Share on other sites More sharing options...
yglemarec Posted January 25, 2018 Share Posted January 25, 2018 (edited) you're right !!! there are 2 points at this position. use a fuse node after your resample1 node. Edited January 25, 2018 by yglemarec 1 Quote Link to comment Share on other sites More sharing options...
fencer Posted January 25, 2018 Share Posted January 25, 2018 More fun moveit_v04.hip 3 1 Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted January 25, 2018 Share Posted January 25, 2018 (edited) Here's one more way: int primnum; vector primuv; xyzdist(0, @P, primnum, primuv); primuv.x += @Time * chf('speed'); primuv.x %= 1.0; @P = primuv(0, 'P', primnum, primuv); moveit_v05.hip Edited January 25, 2018 by jkunz07 5 1 Quote Link to comment Share on other sites More sharing options...
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