We have a useful tool in Maya to create new curve with some offset to base curve , It's Curve Offset.
But I can't do it in the Houdini with Peak SOP , How can I do that ?
Thanks.
Curve Offset Tool
14191 27 1- Jack.N
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Sorry guys for my many questions , But I have another question.
I working on some different projects about working with curves and path (like Offset Tool).
for now I like to know what's method can be use for Curve Deformers ?
my meant is deforming a geometry on the curve.
In Maya we can do this with Motion Path and then using Flow Path Object.
But in the Houdini we don't have same tool , Of course I found some similar tools in the Orbolt3D , But I l wanna know how I can do that manually ?
specially thanks
I working on some different projects about working with curves and path (like Offset Tool).
for now I like to know what's method can be use for Curve Deformers ?
my meant is deforming a geometry on the curve.
In Maya we can do this with Motion Path and then using Flow Path Object.
But in the Houdini we don't have same tool , Of course I found some similar tools in the Orbolt3D , But I l wanna know how I can do that manually ?
specially thanks
- Sadjad Rabiee
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I'm not sure about another methods , But I'm familiar with these two methods :
1. Using Lattice
2. Using Curve Attributes
A : in the first method we can use Sweep SOP to copy some primitives on the curves (usually they are simple grid) , So now we can use them as Lattice shape , It's like a Box that deformed like your curve , Then we should use Lattice SOP for deforming original geometry by this Deformed Lattice shape.
The best example about this method is PathDeformer Tool in the Orbolt from Animatrix.
I think Maya use this method for Flow Path Object , Because Maya add Lattice Deformer on the Curve after using this tool.
Although this method is simple But I think the second method is better and faster than first one !
B : in the next method you should compute some attributes for your curves such as : Up vector , Tangent Vector , B Tangent Vector
Then we should compute relative position of each point from source geometry to curve's point , Then we copy curve's attribute from nearest point on the curve to each point on the source geometry.
finally we can use these 3 vector attrs for rotating points of the source geometry.
NOTE : we should put these attrs in the Matrix , then multiply this Matrix by point's position of the geometry.
in the final step we should add position of these new rotated points by curve's points position.
this method is really faster than first one and you don't need to any additional nodes like Lattice or Sweep.
1. Using Lattice
2. Using Curve Attributes
A : in the first method we can use Sweep SOP to copy some primitives on the curves (usually they are simple grid) , So now we can use them as Lattice shape , It's like a Box that deformed like your curve , Then we should use Lattice SOP for deforming original geometry by this Deformed Lattice shape.
The best example about this method is PathDeformer Tool in the Orbolt from Animatrix.
I think Maya use this method for Flow Path Object , Because Maya add Lattice Deformer on the Curve after using this tool.
Although this method is simple But I think the second method is better and faster than first one !
B : in the next method you should compute some attributes for your curves such as : Up vector , Tangent Vector , B Tangent Vector
Then we should compute relative position of each point from source geometry to curve's point , Then we copy curve's attribute from nearest point on the curve to each point on the source geometry.
finally we can use these 3 vector attrs for rotating points of the source geometry.
NOTE : we should put these attrs in the Matrix , then multiply this Matrix by point's position of the geometry.
in the final step we should add position of these new rotated points by curve's points position.
this method is really faster than first one and you don't need to any additional nodes like Lattice or Sweep.
- Sadjad Rabiee
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This is a great HDK plug-in from Stalkerx777 that using second method :
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=34005&highlight=Path+Deformer [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=34005&highlight=Path+Deformer [sidefx.com]
- Sadjad Rabiee
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And this is animatrix HDA from Orbolt library :
http://www.orbolt.com/asset/animatrix::pathDeform::1.00 [orbolt.com]
http://www.orbolt.com/asset/animatrix::pathDeform::1.00 [orbolt.com]
- Jack.N
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- Jack.N
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- buki
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with polyframe
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
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Joker386
And this is animatrix HDA from Orbolt library :
http://www.orbolt.com/asset/animatrix::pathDeform::1.00 [orbolt.com]
Thanks for the plug mate
Btw there is also Offset Curve SOP:
https://www.orbolt.com/asset/animatrix::offsetCurve::1.00 [orbolt.com]
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
- Sadjad Rabiee
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pusatJoker386
And this is animatrix HDA from Orbolt library :
http://www.orbolt.com/asset/animatrix::pathDeform::1.00 [orbolt.com]
Thanks for the plug mate
Btw there is also Offset Curve SOP:
https://www.orbolt.com/asset/animatrix::offsetCurve::1.00 [orbolt.com]
Yes , This tool is great too , like others. Thanks
- Sadjad Rabiee
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