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dan_cgi

offsetting keyframed animation using particle collision

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Hi guys, just wondering if any houdini guru's out there would give us a hand with my scene problem. Basically I'm creating a primitive crowd setup using manually keyframed animation in certain sop attributes etc. What I want to achieve is to distribute these objects using the scatter sop and then use another geometry to activate when the animation takes place. I've created a very primitive scene to highlight my process, my idea was to use the hitTime of a particle collision to drive the timeshift of my animated attributes. The timeshift doesn't seem to be having any effect on my animation at the mo.

Thanks in advance

Dan

prim_crowd.hip

Edited by dan_cgi

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Hi guys, i've got a sneeky suspision that my technique isn't the best in the world to obtain what i set out to achieve! Do you think it would be better for me to write out my geo to disk and then offset my animation using some sort of chop network via the trigger chop?

Cheers

D

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i didn't have a chance to look at your file before, but i was going to suggest that.. trigger and copy chop ftw...

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Hi guys, sorry to be a pain but I'm a bit lost in the land of chops! I'm struggling how you get my bgeo sequence into chops in order to form my triggered loops. Is it the fetch chop, if so what attribute do i bring in? I've read about the file chop but this reads in .bclip is it a case of re-writing my bgeo sequence as a bclip? If so what do I export this data back to?? So many questions, I'm furiously reading through Andrew Lowells ebook searching for my answers. I've done all my character animation in xsi, is a bgeo sequence the best way to go if i'm making a dense crowd or would i have been better doing all my character work in houdini to source in chops? Any help would be much appreciated.

Cheers

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