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time offsetting pieces in a vellum sim...


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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 by jthomson
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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 by jthomson
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