Hello,
I used to work a lot in Maya with mutiple objects that I aligned to each other. To do that I typically manipulated the pivot of one object and then snapped it to a vertice of another object. I'd like to do this in Houdini as well, but I'm having trouble with it. When I create multiple objects within a container, I am unable to modify their pivot manually. Tpyically I'll want to modify pivot and then snap it to one of the points of the object. However, I seem to be unable to manually manipulate a pivot of an object inside a container when I have selected the object with the 3D Connected Geometry setting.
Am I overseeing something or is this approach just not suited for Houdini?
Edit Pivot of 3D Connected Geometry
2770 3 0- JohannesKristmann
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- BabaJ
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Something like this?
The boxes corner ( point number 7 ) follows the spheres y pivot. The rest of the box follows too.
Did you also want only the corner point to move/follow while the rest of the box stays the same? I beleive and edit node added could do the trick.
And perhaps a bit of a digression if you want to get a bit more ‘under the hood’ you might want to look a vex - this guy covers an example of doing rotations around a pivot.
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex [tokeru.com]
The boxes corner ( point number 7 ) follows the spheres y pivot. The rest of the box follows too.
Did you also want only the corner point to move/follow while the rest of the box stays the same? I beleive and edit node added could do the trick.
And perhaps a bit of a digression if you want to get a bit more ‘under the hood’ you might want to look a vex - this guy covers an example of doing rotations around a pivot.
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex [tokeru.com]
Edited by BabaJ - Oct. 4, 2016 17:09:36
- BabaJ
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Ok…so..I played with it for a bit..no..edit node isn't it…I used a combination of group and transform node.
Mind you I only did the work for the y axis of pivot point.
If either the sphere or box moves in the y direction the corner of the box will follow where the pivot point is ( in this case just the y value of the pivot point).
Also, there are many other ways to do this. Maybe someone can chime in and show a more simpler way?
Mind you I only did the work for the y axis of pivot point.
If either the sphere or box moves in the y direction the corner of the box will follow where the pivot point is ( in this case just the y value of the pivot point).
Also, there are many other ways to do this. Maybe someone can chime in and show a more simpler way?
Edited by BabaJ - Oct. 4, 2016 17:32:58
- Lyr
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This kind of thing takes a little more work to set up in Houdini, but once set up it's set up and doesn't break.
Here are some orbolt assets that simplify this task https://www.orbolt.com/asset/AlexeyVanzhula::rebound [orbolt.com] https://www.orbolt.com/asset/AlexeyVanzhula::alignBB [orbolt.com]
I also attached a hip file showing some basic pivot editing and translation. The bbox() expression and local variables can be substituted with point() instead.
Here are some orbolt assets that simplify this task https://www.orbolt.com/asset/AlexeyVanzhula::rebound [orbolt.com] https://www.orbolt.com/asset/AlexeyVanzhula::alignBB [orbolt.com]
I also attached a hip file showing some basic pivot editing and translation. The bbox() expression and local variables can be substituted with point() instead.
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