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Multiple Wire Objects with Wire Glue Constraints


karanjaura

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Hi Guys,

I am doing some RnD on Tree Sim but running into issues in wire solver which has multiple wire objects and wire glue constraints, everything is fine up till 2 levels i.e bigBranches and subBranches but the moment I bring in twigs and subTwigs the constraints go crazy.

Can't figure it out what is causing this problem, can anyone help me out in this regard ?

Attaching a simplified hip file and curves bgeo for the same. 

Would really appreciate if you guys can have a look at it.

Best

Karan 

IMG_01.jpg

IMG_02.jpg

treeCurves.bgeo.sc

treeWireSim_ODFORCE.hipnc

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if you predefined in wrangle  i@gluetoanimation = 1;
or different attributes that wire solver recognize ...

with different groups your splines and  assign orient attribute I think it gonna be smooth ..I can't open you scene Slowww and we need someone who know this ..I just Have FUn:wub:
Hope it Helps!

 

Wire.gif

wire.hipnc

Edited by Librarian
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4 hours ago, Librarian said:

if you predefined in wrangle  i@gluetoanimation = 1;
or different attributes that wire solver recognize ...

with different groups your splines and  assign orient attribute I think it gonna be smooth

If you see my hip file I have used points groups and in wire solver then called in those groups in the wire glue constraint,I haven't defined any attrb in sops but still everything is smooth till sub branch level, but beyond that it starts complaining.

 

4 hours ago, Librarian said:

I can't open you scene Slowww

Really ? not sure why its slow,I can run the full sim here within few seconds.

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Hi @karanjaura,
Your scene is pretty much realtime for me, don't listen to that guy, he just spams with answers not bothering with the correctness of those.
You need to sort the points properly which is hard to do with the old wire tool. You have to consider using the vellum tool instead, it's the modern approach.
This page will help you along the way
https://www.tokeru.com/cgwiki/index.php?title=HoudiniVellum
 

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8 hours ago, Deviner said:

You need to sort the points properly which is hard to do with the old wire tool. You have to consider using the vellum tool instead, it's the modern approach.
This page will help you along the way
https://www.tokeru.com/cgwiki/index.php?title=HoudiniVellum

@Deviner I was hoping there must be some way to do this in wire solver :( , seems like I need to do this RnD in vellum now.

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  • 3 years later...

Old topic, but I found a solution.

Instead of using pointgroups, write point numbers at Constraint node.
I created a string pointlist attribute in the SOP and linked it.

It seems like the way to create string attributes could be more organized.

Do you have any good solutions for how to make trees?

 

 

treeWireSim_ODFORCE_kai.hipnc

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@tamagochy I tried to use vellum and bullet a few time.But It seems like wire solvers seem more stable.

I'd like to try out the wire solver some more and might buy your tutorial.

 

I found a clearer way to create a constraint and put it in hip.

I am actually referring to this site.https://andreasbabo93.wixsite.com/sbabovfx/wire-solver

 

treeWireSim_ODFORCE_kai2.hipnc

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