i was looking in the old tutorials of
http://odforce.net/downloads/videos/v6/ [odforce.net] about working with particles and been able to do a group, when particles get inside a space, like a metaball or a cube,
but i am not sure how or where do i create that group, i do undertand $LIFE means, been a global variable stands in capital letters, but how i can crete that group, (i am assuming that in the option will be one to delete and that where i can set the variable to be %LIFE and some how been able to set a variance over that)
thanks circus
Found 591 posts.
Search results Show results as topic list.
Technical Discussion » Delete particles over time.
- pelos
- 617 posts
- Offline
Technical Discussion » Parenting with RBD dynamics
- pelos
- 617 posts
- Offline
i want to blow up a car, and i did 3 objects (well 4 with the static ground)
the first object is a passive one, just hit a grid (that is suppouse to be the car) to make it jump with the explotion, and i parented the emmiter of Pyro to the grid (Car) but when i simulate the Pyro emiter dosnt move with his father, just stay there,
do i need to set something on the dopnetwork?
also how can i do if i want to keep some dynamics apart,
for example the one that hit the car form above, with the rest of the dynamics of the scene, is that posible in houdini (like creating diferent enviroments in XSI) and tell when to start calculating the dynamics and when to stop.
Thanks i know that i have a lot of question, working with houdini, is great, but you need to start thinking diferent from what you were use to .
the first object is a passive one, just hit a grid (that is suppouse to be the car) to make it jump with the explotion, and i parented the emmiter of Pyro to the grid (Car) but when i simulate the Pyro emiter dosnt move with his father, just stay there,
do i need to set something on the dopnetwork?
also how can i do if i want to keep some dynamics apart,
for example the one that hit the car form above, with the rest of the dynamics of the scene, is that posible in houdini (like creating diferent enviroments in XSI) and tell when to start calculating the dynamics and when to stop.
Thanks i know that i have a lot of question, working with houdini, is great, but you need to start thinking diferent from what you were use to .
Technical Discussion » Delete particles over time.
- pelos
- 617 posts
- Offline
Hi, i have been playing with the new solvers of pyro, but i was looking for more info on how to delete particles over the time, i dont want them to get over the top of the container and see how they stuck togheter,
i am looking for something that disipate in the air, just like real smoke that the wind take it away and slowly start fading.
is something posible? or i am missing something on the docs?
thanks guys.
i am looking for something that disipate in the air, just like real smoke that the wind take it away and slowly start fading.
is something posible? or i am missing something on the docs?
thanks guys.
Technical Discussion » adding points to a curve manually
- pelos
- 617 posts
- Offline
Tranguz, i will check what you say later on, (tonight i am not in my pc, saturday night so i am out) and is odd, i still come to the forum to see if there is more to learn, i think i am becoming addicted to Houdini, and to the forums .
Arcotor, WHO!!!! so many tutorials to learn from, now with the flow and everything going in mexico i will have something intersting to do, there is so much to learn, thanks for the site, i will download them, over the night when i come back.
(I will post my advance later on)
Arcotor, WHO!!!! so many tutorials to learn from, now with the flow and everything going in mexico i will have something intersting to do, there is so much to learn, thanks for the site, i will download them, over the night when i come back.
(I will post my advance later on)
Technical Discussion » adding points to a curve manually
- pelos
- 617 posts
- Offline
Hi Steven, thanks for the reply i apreciated.
i was able to work on the curves , the problem, i really dont understan how do we “Sweep” the 2 curves together.
(i am a modo user) and we usually put the pollygon that we want to sweek on the top of the first point of the curve and then run the tool.
i send the file, i might be thinking wrong on the way to put the nodes,
yes all of them will be sweeping along the same curve,
i look for some help files, but i got with 1 curve.
thanks for your help
i was able to work on the curves , the problem, i really dont understan how do we “Sweep” the 2 curves together.
(i am a modo user) and we usually put the pollygon that we want to sweek on the top of the first point of the curve and then run the tool.
i send the file, i might be thinking wrong on the way to put the nodes,
yes all of them will be sweeping along the same curve,
i look for some help files, but i got with 1 curve.
thanks for your help
Technical Discussion » adding points to a curve manually
- pelos
- 617 posts
- Offline
i need to create a roller coster as part of my training with Houdini,
just a roller coster inside a cave,
i did 2 curves and swep them to a nother curve,
but just 1 of them is extruded.
Also i need to make the it not so round, how can manually add more points next to another point in the curve, just like if i add points in XSI.
i put a screen shot with the detail, maybe i am setting something wrong.
thanks .
just a roller coster inside a cave,
i did 2 curves and swep them to a nother curve,
but just 1 of them is extruded.
Also i need to make the it not so round, how can manually add more points next to another point in the curve, just like if i add points in XSI.
i put a screen shot with the detail, maybe i am setting something wrong.
thanks .
Technical Discussion » how to work with tangent when copy?
- pelos
- 617 posts
- Offline
i did some cube and copy them along a curve, and also a circle, they clone and every thing, but how i can make them spin acording to the curve?
thanks guys.
thanks guys.
Houdini Lounge » Free informal Houdini training - Brisbane - starts tuesday!
- pelos
- 617 posts
- Offline
Houdini Lounge » export FBX to modo problem..?!
- pelos
- 617 posts
- Offline
you have to MDD the file,
FBX have some information apply to it, but not all,
you will have to (in modo) to load the objects and then apply the mmd file on it so you can get the dynamic motion of Houdini.
this is very similar workflow between Messiah Studio and other applications.
FBX have some information apply to it, but not all,
you will have to (in modo) to load the objects and then apply the mmd file on it so you can get the dynamic motion of Houdini.
this is very similar workflow between Messiah Studio and other applications.
Technical Discussion » how to isert a obj into the autodopnetwork
- pelos
- 617 posts
- Offline
Steven, thanks, yep it works, now it breaks,
in a kinda weird way, but i guess that when i have to really start to play.
what happen if i want to different autodopnetworks?
and each contain different simulation, like in XSI that you have environments.
Can you do that in Houdini?.
(example, have 2 cylinders with 2 collision ground, but in different simulation process.)
in a kinda weird way, but i guess that when i have to really start to play.
what happen if i want to different autodopnetworks?
and each contain different simulation, like in XSI that you have environments.
Can you do that in Houdini?.
(example, have 2 cylinders with 2 collision ground, but in different simulation process.)
Technical Discussion » how to isert a obj into the autodopnetwork
- pelos
- 617 posts
- Offline
i am trying to set a easy dynamic scene to learn Houdini,
i created a cylinder, and i shatter it.
i add a ground collision to the scene, and also create the autodopnetwork,
How do i put my cylinder shattered into the dopnetwork so it can fall and shatter at the contact of the ground?
Thanks guys.
i created a cylinder, and i shatter it.
i add a ground collision to the scene, and also create the autodopnetwork,
How do i put my cylinder shattered into the dopnetwork so it can fall and shatter at the contact of the ground?
Thanks guys.
-
- Quick Links