dyei nightmare Posted October 21, 2020 Share Posted October 21, 2020 (edited) how can you orient vellum instances on the solver driving every instance with force?, i wanna turn the z axis of each instance in the direction of the force but maintaining the y axis pointing upwards, im defining a matrix with a cross function for x axis. i suspect that i have to apply a driedral() but i dont know where exacty i get the current matrix transform cause vellum doesnt show intrinsics, so at the moment my matrix data just rotate randomly due the misterious @w force so how, can i determine a rotation for each instance on vex? i know i have to use probably a diedral() but how? because i dont know where to retrieve the current matrix transform Edited October 21, 2020 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted October 21, 2020 Author Share Posted October 21, 2020 well i know you have to set up a torque or w angular vel, but it doesnt work this way!! file - > vellum_matrix.hip Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted October 21, 2020 Author Share Posted October 21, 2020 Im still trying to do this with no luck, seems like i cant make work @torque attribute, the initial vector is coming from vel, passing through diedral() but no luck atm.. Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted October 21, 2020 Author Share Posted October 21, 2020 i suspect there is no torque attribute on vellum, otherwise should it be listed here? https://www.sidefx.com/docs/houdini/vellum/vellumattributes.html Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted October 22, 2020 Author Share Posted October 22, 2020 im in the confirmation that @torque and @w doesnt work in vellum soft bodies, at least not by default vellum_no_torque.hip Quote Link to comment Share on other sites More sharing options...
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