
I feel a bit dumb now, but that makes me want to learn more so I guess is a good thing.
Thank you mister Edward for your help!
@Cd = vector(chramp("colorRamp",@P.z));
mestela
Sort of works, might give you some ideas…
AdrianoCristotek
I am currently in Lisbon so I think you'll read this on your tomorrow but anyway:
if your quest is having points/particles following a predefined path then you might be better off using sops method actually.
I am no H-guru by any mean but from my experience, to have that geometric path being used as a path in POPs you'd probably have to dive heavily into VEX inside a POP-wrangle. But even then I doubt you would get anything really controllable, especially if you want to have the ability to alter your pattern and have everything still following the paths. Plus I think the speed of such POP sim wouldn't be ideal (I could be wrong here).
So I've made a simple and quick setup which creates a super easy pattern and extracts points form each line. The rest is the magic of carve+modulo.
Hope it helps
Thanks a lot Christotek, much appreciated that you dug into the topic
arctor
you should start seeing them before Christmas.
arctor
I'm basically doing this tutorial (that was recommended to us) but in Houdini :
https://www.3dtotal.com/tutorial/1836-maya-rigging-introduction-to-rigging-by-jahirul-amin-animation-character-vehicle [www.3dtotal.com]
Sergio Peixoto
Also would love to see some in animation, and more specific ways to automate movement like for example, using procedural simulation on the rig to form natural movements like in the example below
https://www.youtube.com/watch?v=mUmWFgwhUII&list=PLDC5PFurDN8d4GBuPjj3j9ZLzUn6zW5p0&index=63&t=1213s [www.youtube.com]
arctorpowerstroke3000
if the recently released rigging training was the one that was mentioned in this thread
Bjørn's Cat rigging series is not the one that I'm doing right now.