jthomson Posted August 27, 2021 Share Posted August 27, 2021 (edited) any ideas on how to approach this, not a big houdini brainer and have been googling and trying to find a solve. But basically, how can I time offset each piece in a vellum sim based off an attribute ive created? talking post-sim obviously, but i have a bunch of things infating and I want to time offset it so that they grow on over a surface time-offset as opposed to all at once ive tried some cheap solves with using a point vop to blend between states/visibility with a blurred attribute, and it holds up for about 20 frames and things start popping on, so need a real solve.. and generally something Ive been looking to do in houdini for a while, its a pretty useful animation technique - im sure its a simple solve, and if its been covered here already apologies, i did try to hunt for a bit though! Edited August 27, 2021 by jthomson Quote Link to comment Share on other sites More sharing options...
Fenolis Posted August 27, 2021 Share Posted August 27, 2021 This solution from @mestela may be helpful. Quote Link to comment Share on other sites More sharing options...
jthomson Posted August 27, 2021 Author Share Posted August 27, 2021 (edited) 53 minutes ago, Fenolis said: This solution from @mestela may be helpful. that is interesting, I could definitely go back and reapporach with this or other vellum triggering solves, but i actually like the simplicity of simming all, then retiming per object by attribute. It's something ive done in c4d a bunch actually and should work for what im trying to do, many thanks though and definitely an interesting solve for that instance Edited August 27, 2021 by jthomson Quote Link to comment Share on other sites More sharing options...
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