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Animation » How to export to Alembic file? With animated origins/pivots in blender
- HoudiniAmateur
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Pivot/origins worked only on primitives. (spheres=primitives) but no Cd attrib on export, The convert to polygons is not solved my problem bcs pivot not in normal position.
Animation » How to export to Alembic file? With animated origins/pivots in blender
- HoudiniAmateur
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EnivobThank you for this solution. It works perfectly. I have one issue with it though: the pivot or origin is not in the correct position. Origins not moving in alembic file. just the surfaces. I've attached how it looks in the FBX file and how it looks here. Is there any solution for this? Thank you for the help so far
Check the hip file for the technique I use. You do have to route the Cd attribute to a material and chose one of the Blender render modes which displays color information. You have to promote Cd to vertex inside Houdini for it to show up in Blender.
Edited by HoudiniAmateur - April 19, 2024 08:35:34
Animation » How to export to Alembic file? With animated origins/pivots in blender
- HoudiniAmateur
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Hello everyone! Can anyone help me with exporting this animation into an Alembic file? Currently, I can export it so that each sphere in the animation is a separate object. The issue I'm having is that when imported into Blender, the pivot/origin points are not animated; they just stay in place. You can see what I mean in the comment below. Thank you!
Edited by HoudiniAmateur - April 21, 2024 12:24:15
Animation » Particle collision avoidance during transformation (Edited)
- HoudiniAmateur
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I've made some edits to it, and I found a solution that you can also see in the video.
https://www.youtube.com/watch?v=cT0Pr2DbZd0 [www.youtube.com]
The cylinder is rotating, which transports the spheres like this. Unfortunately, it's not the best solution because if it weren't for the cylinder, it wouldn't work smoothly like this. Is there a solution that can recognize the obstacle and avoid it? Or should there be a stronger pulling force towards the target, so strong that it adheres to the surface of the cylinder? But not in a way that it bounces off quickly, but maintains the same speed.
https://www.youtube.com/watch?v=cT0Pr2DbZd0 [www.youtube.com]
The cylinder is rotating, which transports the spheres like this. Unfortunately, it's not the best solution because if it weren't for the cylinder, it wouldn't work smoothly like this. Is there a solution that can recognize the obstacle and avoid it? Or should there be a stronger pulling force towards the target, so strong that it adheres to the surface of the cylinder? But not in a way that it bounces off quickly, but maintains the same speed.
Animation » Particle collision avoidance during transformation (Edited)
- HoudiniAmateur
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EnivobHi! Thank you for your help. I've tried to combine my solution with yours, but there are still some sticking particles. It's important that their size is 2 and they can collide with each other, so if they move fast enough to be effective, some spheres will fly out of the world if everything collides with everything. Also, there's a wrangle written in the popnet (I got help for it on the forum) which limits the speed of these particles because they will be physically drones that cannot approach each other within 2 meters and cannot move at any speed. I'm closer to the solution with what you sent, but it would be good to have a solution that may not even exist, which calculates the shortest path, including the tube collision, as if it were a vine that sews itself there.
Here's my interpretation of your requirements. By adding an @id attribute to your particles and your goal points, popsteerseek can track scattered moving goal points, making particles seek them. Even if they overshoot, they'll try again to find their resting location while avoiding colliders.
Animation » Particle collision avoidance during transformation (Edited)
- HoudiniAmateur
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Hello! I'd like to ask for a little help with a problem that seems complicated to me, but probably only to me. There's a shape that transforms with PopNet into another shape, currently into a hemisphere shape. The issue is that I need to insert a collision object or a zone where particles cannot go, which I managed to do. However, particles remain at the edges of the shape and don't seek a path to complete the back of the shape. Is it possible to implement some code or something that anticipates future collisions with this collision and seeks an alternative path close to the edge of the collision? I tried to adapt something similar from this tutorial, but it didn't really work out.
https://www.youtube.com/watch?v=n2fhtxmSD7I [www.youtube.com]
Thank you.
Edited, updated in the comment below
https://www.youtube.com/watch?v=n2fhtxmSD7I [www.youtube.com]
Thank you.
Edited, updated in the comment below
Edited by HoudiniAmateur - April 16, 2024 11:01:05
Animation » Particle max speed and Cd attribute material base color
- HoudiniAmateur
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TantoI'm testing it now, but so far it seems to be working. I entered it inside the PopNet. Thank you very much! Now I just need to come up with something for writing the Cd color into the material base color
For your velocity, in a pop wrangle, this should work.vector hvel = v@v * {1, 0, 1}; float vvel = v@v.y; v@v = normalize(hvel) * min(length(hvel), 3) + clamp(vvel, -2, 4) * {0, 1, 0};
Animation » Particle max speed and Cd attribute material base color
- HoudiniAmateur
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Hi everyone! I would like to ask for help with two things. One of them is, in my opinion, a simpler issue, but I cannot solve it myself, neither from tutorials nor from videos. The essence of it is that each particle will become a drone in reality. It's important that they don't collide. This is solved with a popnet to maintain the distance between them. There might be some unnecessary elements that are not important for the transformation, but I worked from a tutorial so I don't know what I can delete from it. The simpler task is that when I export it to FBX, it should carry the material to Blender. There's an initial shape that transforms into 2-3 different forms currently, each with a different color. It switches between forms with a switch node, but for some reason, the switch node doesn't change the color during the popnet animation. It's as if it's not updating. I want to write this color into the Basecolor of a material, the current color. I tried writing Cd.r Cd.g Cd.b attributes instead of RGB colors, but nothing happened. Maybe I formatted it incorrectly, but when exporting, I got the color in Blender as it was set before the attributes. In simple terms, I want the Cd attribute to be the material's base color, and it should change according to the input from the switch node. The other task, which is more complicated, is to limit the speed of the particles to 4m/sec vertically, 3m/sec horizontally, and 2m/sec descending. It's okay if I need to interfere with the transformation; the important thing for me is for them to take on the positions I specified and to maintain distance from each other with collisions, as they do now. Thank you if anyone can help with either of these!
Animation » Transformation after transformation (POPNET)
- HoudiniAmateur
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danfitz82Like your last assistance, this one works perfectly as well. It's obvious that I'm still a beginner in this, unfortunately Thank you
Here's one approach - I've added a switch and animated it to change which "goal" attribute gets copied to your start points, then in the popnet I've added an extra POP wrangle to update the particle's goal from the input. You can add as many shapes as you need to the switch and increment its "Select Input" when you want to start particles heading towards their next goal.
Animation » Transformation after transformation (POPNET)
- HoudiniAmateur
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Hello! I would like to ask for assistance. I'm transforming the shape from the blue starting form to the yellow form. I'm doing the transformation with popnet. It works, and the collisions behave as I want them to. The red nodes are necessary for exporting and checking. What I need help with is that after transforming from one form to another, I would like the transformed shape to also transform into a 3rd form, or 4th, etc. I've tried creating a second popnet and adjusting the start time and birth part in the popnet, then merging them together, but it always resulted in some terrible outcome. I probably connected something in the wrong place. I would like it to, for example, transform into the 3rd form from frame 10,000 to frame 20,000. As I saw, it performs the first transformation within 10,000 frames at the speed I find suitable. Someone will surely understand everything at once, but I can't Thank you.
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