Hi tamte… hope u are doing great! )
ahhh i get it now, should have loaded as houdini geometry, in the alembic rop,
i get all the points now!
You re right, i did add a glue constraint, and try to break it with a wrangle sop, if the force is greater than a certain value, but i failed there too..
and for the velocity data on the character, i added a trail sop and computed velocity, and tried to inherit point veloicity inside dops , still no luck.
originally in the alembic i didnt have a velocity attribute (
i am working on it anyways tamte..
i am adding the alembic file also just in case it might help me
Found 12 posts.
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Technical Discussion » Pillar shatter/ animation collsions - RBD Packed sim
- fernansha
- 12 posts
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Technical Discussion » Pillar shatter/ animation collsions - RBD Packed sim
- fernansha
- 12 posts
- Offline
hi all !
I am sparring my time in learning alot with Collisions and RBD sim, with the new h13.
Now wat i am trying to achieve is , i have an animated character which eventually ramms into a pillar, and the pillar cracks , falls down,
i have animated it, cached it, brought into Houdini as alembic file and ropd it again..
all good.
but when i add that as an deforming rbd object and let it collide with the pillar i m loosing my brain there..
the problems are,
its a fractured pillar and brought in as packed geo, if the gravity is on, the pillar just crumbles all the way down …
and another one is, its a huge character with lots of force in action. i cant get that as it hits, the pillar,
i have attached a file and a screenshots of wat i am trying to say!
take a look at it and shed some light on wat mistake i am committing in here
the roped animation is also attached
as a cheap way,i am just turning on gravity on a certain frame , where the character comes closer to the pillar, u can see that in the play blast.. i know i am wrong but i m still learning
cheers
I am sparring my time in learning alot with Collisions and RBD sim, with the new h13.
Now wat i am trying to achieve is , i have an animated character which eventually ramms into a pillar, and the pillar cracks , falls down,
i have animated it, cached it, brought into Houdini as alembic file and ropd it again..
all good.
but when i add that as an deforming rbd object and let it collide with the pillar i m loosing my brain there..
the problems are,
its a fractured pillar and brought in as packed geo, if the gravity is on, the pillar just crumbles all the way down …
and another one is, its a huge character with lots of force in action. i cant get that as it hits, the pillar,
i have attached a file and a screenshots of wat i am trying to say!
take a look at it and shed some light on wat mistake i am committing in here
the roped animation is also attached
as a cheap way,i am just turning on gravity on a certain frame , where the character comes closer to the pillar, u can see that in the play blast.. i know i am wrong but i m still learning
cheers
Technical Discussion » Butterfly flocking system
- fernansha
- 12 posts
- Offline
Thanks for the reply, JK
But this is not wat i was looking for!
a solution in odforce did the Job for me
thanks alot anyways )
follow the Link!
http//forums.odforce.net/topic/19281-butterfly-flocking-sysytem/
But this is not wat i was looking for!
a solution in odforce did the Job for me
thanks alot anyways )
follow the Link!
http//forums.odforce.net/topic/19281-butterfly-flocking-sysytem/
Technical Discussion » Butterfly flocking system
- fernansha
- 12 posts
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Technical Discussion » Butterfly flocking system
- fernansha
- 12 posts
- Offline
This is what i have done, but for the particles so it flocks randomly!
Pls chk the file,
its a good idea to use a blend shape! i am giving it a try, its taking some time to get it right!
mean while pls chk the file and tell me what mistake i have done till now
————
THe file requires and obj, whic i forgot to attach earlier !
so here is it now
Pls chk the file,
its a good idea to use a blend shape! i am giving it a try, its taking some time to get it right!
mean while pls chk the file and tell me what mistake i have done till now
————
THe file requires and obj, whic i forgot to attach earlier !
so here is it now
Technical Discussion » Butterfly flocking system
- fernansha
- 12 posts
- Offline
Hi everyone
I am experimenting on a butterfly flocking system, where i was inspired from , OZ the great and powerful where Franco falls from the sky and wonders the Beautiful nature among him and sees a bunch of butterfly(which actually looks like a tree) and flies away.
I am almost there and I need some help no to get this up and running
I created and simple model and animated it using chops and cycled it all the way,
and scatterd some points in a surface and copied it over
and i have used a stamp function on a time shift to randomly make the Wings flap over time, so that all the butterfly looks different (has a different look),
and gave the points some force and it moves fine..
now i am stuck with the wings animation, basically i want to take control over the wings flapping, i.e I want the wings to get flapped when the butterfly is flying and not while resting .
This s where i need your help, i tried and i am still trying, and learning to get this done.
any help would be much appreciated.
I have also attached a file, so far what i have and also for people who doesn't understand my broken English
thanks in advance
I am experimenting on a butterfly flocking system, where i was inspired from , OZ the great and powerful where Franco falls from the sky and wonders the Beautiful nature among him and sees a bunch of butterfly(which actually looks like a tree) and flies away.
I am almost there and I need some help no to get this up and running
I created and simple model and animated it using chops and cycled it all the way,
and scatterd some points in a surface and copied it over
and i have used a stamp function on a time shift to randomly make the Wings flap over time, so that all the butterfly looks different (has a different look),
and gave the points some force and it moves fine..
now i am stuck with the wings animation, basically i want to take control over the wings flapping, i.e I want the wings to get flapped when the butterfly is flying and not while resting .
This s where i need your help, i tried and i am still trying, and learning to get this done.
any help would be much appreciated.
I have also attached a file, so far what i have and also for people who doesn't understand my broken English
thanks in advance
Edited by - Jan. 18, 2014 11:25:19
Work in Progress » Smoke Path Follow
- fernansha
- 12 posts
- Offline
thanks for sharing this tool, alejandro..
I am just going through Your setup, as you mentioned we have to bring it into dops and mix it with vel,
can you pls post us a simple example or write it down in words, when ever is convenient for you.
coz i would like to learn from your setup, and learn then actual usage. i am kinda stuck how to actually proceed.
thank You.
I am just going through Your setup, as you mentioned we have to bring it into dops and mix it with vel,
can you pls post us a simple example or write it down in words, when ever is convenient for you.
coz i would like to learn from your setup, and learn then actual usage. i am kinda stuck how to actually proceed.
thank You.
Houdini Lounge » Fluid source
- fernansha
- 12 posts
- Offline
Hi,
just fiddling around Fluids in Houdini,
i used the the emit fluid in a particle fluid simulation, and everything works fine,
Now i want the fluids to gradually stop emitting over time, and i am stuck..
as i see it creates a fluid source node in the sop level, and adds a density attribute to create the source, I am sure it has some thing to do ther, but i am not sure.
any help would be appreciated.
just fiddling around Fluids in Houdini,
i used the the emit fluid in a particle fluid simulation, and everything works fine,
Now i want the fluids to gradually stop emitting over time, and i am stuck..
as i see it creates a fluid source node in the sop level, and adds a density attribute to create the source, I am sure it has some thing to do ther, but i am not sure.
any help would be appreciated.
Technical Discussion » caching volume data & using it again
- fernansha
- 12 posts
- Offline
hi everyone,
may be i am wrong with this question,
I have a smoke simulation, and i want to cache it out. all i want to do is cache the sim with very less voxels count and use the cached sim to increase my volume voxels for rendering.
is it possible or is there a better way to do it. ??
thanks in advance roll
may be i am wrong with this question,
I have a smoke simulation, and i want to cache it out. all i want to do is cache the sim with very less voxels count and use the cached sim to increase my volume voxels for rendering.
is it possible or is there a better way to do it. ??
thanks in advance roll
Technical Discussion » Iridescence Bubble Shader
- fernansha
- 12 posts
- Offline
Technical Discussion » Iridescence Bubble Shader
- fernansha
- 12 posts
- Offline
i had those PDFs and was quite useful. i was confused in implementing those values in the Shader level in Houdini..
so i am technically inbound as where to apply the information.
so i am technically inbound as where to apply the information.
Technical Discussion » Iridescence Bubble Shader
- fernansha
- 12 posts
- Offline
Hi all
I am trying to create an soapy bubble Shader in Houdini, i need some advise how and were to start with.
any comments and advise will be helpfull
thanks!
I am trying to create an soapy bubble Shader in Houdini, i need some advise how and were to start with.
any comments and advise will be helpfull
thanks!
Edited by - March 27, 2012 19:25:40
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