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loudsubs

KineFX rig for a tail (line)

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Hi all, 

I'm starting to look into kinefx, and am interested in finding a way to make a simple rig for a line, that would basically allow me to hand-animate the lead point's position and rotation, and the child pts of the line will automatically follow the position and rotation, but be offset. 

It's basically to control a flying snake-like character... so in concept, in the attached image of this ribbon wand thing, the performer is controlling the lead point of the ribbon, and then getting some beautiful motion as the tail of the ribbon follows that lead motion.

My goal is to have a way to hand animate just one lead point, and get houdini to handle the cool spiraling and offset motion for the "tail" of the line.

Would anyone be able to share a simple setup showing how to set this up with kinefx?

Thanks!

image.png.68ebd48e9cc99d70fb8a98a9ea777d40.png

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3 hours ago, loudsubs said:

It's basically to control a flying snake-like character... so in concept, in the attached image of this ribbon wand thing, the performer is controlling the lead point of the ribbon, and then getting some beautiful motion as the tail of the ribbon follows that lead motion.

 

Did you ever work with the hair vellum sim? You can configure your skeleton in a way that you use it in vellum hair configure with a pin point, your joint which you want to drag around, and then sim it, plug the output of the sim back to the bone deform and it should work. 

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Yeah thanks, I have tried using a wire sim, but havent really been able to get what I want.  It always becomes a battle between adding too much stiffness to compensate for the inertia from the keyframed positions and rotations. The animation I want to do could be compared to a really intense roller coaster. Lots of dips, spirals, etc.  So I havent really found a way to tame a wire sim, when that kind of force is being put on it.

So that's why I'm thinking do a procedural sop animation first, because of the control I get for dialing in the exact keyframes on position and twist along the curve, and then doing a sim after that base level animation to give it some organic jiggle and life.  Offsetting animation with chops has been the closest thing I've found

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On 4/28/2021 at 7:04 PM, loudsubs said:

Yeah thanks, I have tried using a wire sim, but havent really been able to get what I want.  It always becomes a battle between adding too much stiffness to compensate for the inertia from the keyframed positions and rotations. The animation I want to do could be compared to a really intense roller coaster. Lots of dips, spirals, etc.  So I havent really found a way to tame a wire sim, when that kind of force is being put on it.

So that's why I'm thinking do a procedural sop animation first, because of the control I get for dialing in the exact keyframes on position and twist along the curve, and then doing a sim after that base level animation to give it some organic jiggle and life.  Offsetting animation with chops has been the closest thing I've found

not wire sim, hair sim. Not the same. 

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