Netvudu Posted January 21, 2009 Share Posted January 21, 2009 (edited) Hi there. It would be quite useful if I could animate a point through a curve-defined path without using the Path Object function, but have it all happen inside SOP...is there a simple way to do this? Edited January 21, 2009 by Netvudu Quote Link to comment Share on other sites More sharing options...
Matt_K Posted January 21, 2009 Share Posted January 21, 2009 (edited) Hey Netvudu, I don't have Houdini in front of me, but the easiest way I can think of is to use the creep SOP. Create a line > deleteSOP (Delete by Pattern > 1) will give you a single point. Pipe that into a creep SOP (input 1) and pipe your curve into the input 2 > animate the Translate in X (I think) in the Creep SOP > 0 to 1 will go from start to end of curve. Is that what you had in mind? Hope that helps! Matt. Edited January 21, 2009 by Matt_K 2 Quote Link to comment Share on other sites More sharing options...
Jason Posted January 21, 2009 Share Posted January 21, 2009 The Align SOP can help too. Quote Link to comment Share on other sites More sharing options...
Matt_K Posted January 21, 2009 Share Posted January 21, 2009 Thanks Jason! Any other really interesting ways to accomplish this? Quote Link to comment Share on other sites More sharing options...
petz Posted January 22, 2009 Share Posted January 22, 2009 you can use the primuv - expression. file is attached! petz follow_path.hipnc 2 Quote Link to comment Share on other sites More sharing options...
sanostol Posted January 22, 2009 Share Posted January 22, 2009 Another way is the carve sop set to extract points. you can use the primuv - expression.file is attached! petz Quote Link to comment Share on other sites More sharing options...
rdg Posted January 22, 2009 Share Posted January 22, 2009 Another way may be: Import the curve into chops rename the channels to t[xyz]0 extract velocity and store it in v[xyz]0 use the channelSOP to apply the positions to aplly these positions to a point. CopySOP your geometry onto the point. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted January 22, 2009 Author Share Posted January 22, 2009 wow, so many ways...Thanks guys. Will take a look at these methods and see which one fits better Quote Link to comment Share on other sites More sharing options...
lisux Posted January 23, 2009 Share Posted January 23, 2009 wow, so many ways...Thanks guys. Will take a look at these methods and see which one fits better I have used the primuv expression some months ago and works perfectly, and you have a lot of control also. Quote Link to comment Share on other sites More sharing options...
Jason Posted January 23, 2009 Share Posted January 23, 2009 You might be able to use the Rivet Object too - or the Sticky Object if you've got uv's Quote Link to comment Share on other sites More sharing options...
digitallysane Posted January 23, 2009 Share Posted January 23, 2009 In those cases I also like CHOPs. Place a CHOPnet in your SOP network, use a GeometryCHOP set to static to import your path as curve data then use that data to drive a Transform SOP or whatever else. While it seems more convoluted at first, it gives you the geo represented as curves and also the possibility of doing lots of stuff to it (lags, filters etc). Dragos Quote Link to comment Share on other sites More sharing options...
supermac Posted September 25, 2014 Share Posted September 25, 2014 hi.. thank you for your help.. i had the same problem.. i chose Petz’s solution thank you bests regards Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted October 13, 2016 Share Posted October 13, 2016 On 21/01/2009 at 8:08 PM, Matt_K said: Hey Netvudu, I don't have Houdini in front of me, but the easiest way I can think of is to use the creep SOP. Create a line > deleteSOP (Delete by Pattern > 1) will give you a single point. Pipe that into a creep SOP (input 1) and pipe your curve into the input 2 > animate the Translate in X (I think) in the Creep SOP > 0 to 1 will go from start to end of curve. Is that what you had in mind? Hope that helps! Matt. 7 years later and stuff like this is still super useful thanks 1 Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted October 14, 2016 Share Posted October 14, 2016 My take on Object/point following the curve/path inside SOP. using creep and primitive SOPs. FollowCurve.hip 3 Quote Link to comment Share on other sites More sharing options...
LukeLetellier Posted February 1, 2017 Share Posted February 1, 2017 Is there an easy way to do this with a lot of points, along with (perhaps) a random offset from the spline? In C4D I can set this up in about 20 seconds, but it looks to be more of a complex problem here. Quote Link to comment Share on other sites More sharing options...
Skybar Posted February 1, 2017 Share Posted February 1, 2017 51 minutes ago, LukeLetellier said: Is there an easy way to do this with a lot of points, along with (perhaps) a random offset from the spline? In C4D I can set this up in about 20 seconds, but it looks to be more of a complex problem here. Could use point deform. I've been using it a bit recently. Animate your points along an axis that you capture with a straight curve, then they'll travel along your deformed curve. 1 Quote Link to comment Share on other sites More sharing options...
LukeLetellier Posted February 1, 2017 Share Posted February 1, 2017 Great idea; definitely worth a shot. Quote Link to comment Share on other sites More sharing options...
mestela Posted February 1, 2017 Share Posted February 1, 2017 attribInterpolate is probably the easiest way these days: http://www.tokeru.com/cgwiki/index.php?title=Houdini#Slide_points_along_edges 1 Quote Link to comment Share on other sites More sharing options...
yesyes Posted April 14, 2019 Share Posted April 14, 2019 Any newer method? Quote Link to comment Share on other sites More sharing options...
toadstorm Posted April 14, 2019 Share Posted April 14, 2019 (edited) MOPs Move Along Spline will do what you're looking for. If you're looking for a built-in method besides Attribute Interpolate or doing it yourself with primuv() etc in VEX, I think you're out of luck. Edited April 14, 2019 by toadstorm Quote Link to comment Share on other sites More sharing options...
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