I'll take a look !
The points (before the copy node) all have the pscale attribute between 0 and 1
Edit : Well, your solution didn't work in my case, but it helped me to find how to do it !
It was pretty simple, I just had to make a reference to “pscale attribute*35” in the frame parameter of the copied alambic.
Thanks !
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Houdini Indie and Apprentice » [Solved] Offset animation Pscale
- Jaggerwock
- 10 posts
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Houdini Indie and Apprentice » [Solved] Offset animation Pscale
- Jaggerwock
- 10 posts
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Hello !
I have an animated alambic file (frames) which is copied on some points with differents pscale value ( 0 to 1).
What I want to do is offset the animation so its end when the pscale value hit 1, but I really don't know how to do that.
Do you have any clue ?
Thanks !
I have an animated alambic file (frames) which is copied on some points with differents pscale value ( 0 to 1).
What I want to do is offset the animation so its end when the pscale value hit 1, but I really don't know how to do that.
Do you have any clue ?
Thanks !
Edited by Jaggerwock - Nov. 7, 2016 12:19:41
Houdini Indie and Apprentice » [Solved] Color by face normal.
- Jaggerwock
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It was on purpose, I didn't knew how to reimport the dropnet, but now I know
Thanks a lot for your answers !
Thanks a lot for your answers !
Houdini Indie and Apprentice » [Solved] Color by face normal.
- Jaggerwock
- 10 posts
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Houdini Indie and Apprentice » [Solved] Color by face normal.
- Jaggerwock
- 10 posts
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Ahah, thanks !
I use a wire simulation, and I still don't manage to make it work. If I put it before the dop import, the colors do not change with the simulate animation, and obviously if I put it after, the colors don't even appear.
I use a wire simulation, and I still don't manage to make it work. If I put it before the dop import, the colors do not change with the simulate animation, and obviously if I put it after, the colors don't even appear.
Houdini Indie and Apprentice » [Solved] Color by face normal.
- Jaggerwock
- 10 posts
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Wow, thanks a lot !
The fresnel way won't render in viewport isn't it ?
Edit : I have an issue while trying your method with dynamics, the color adapt the movement do with the transform, but not the simulated one.. any clue ?
The fresnel way won't render in viewport isn't it ?
Edit : I have an issue while trying your method with dynamics, the color adapt the movement do with the transform, but not the simulated one.. any clue ?
Houdini Indie and Apprentice » [Solved] Color by face normal.
- Jaggerwock
- 10 posts
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Hi !
I'm on a project where I need to colorize primitives according to its inclination (see the image below, it must be easier to understand) , but I really don't know how to do that. Can you help me ?
(the model and its material was made on Maya )
I'm on a project where I need to colorize primitives according to its inclination (see the image below, it must be easier to understand) , but I really don't know how to do that. Can you help me ?
(the model and its material was made on Maya )
Edited by Jaggerwock - Oct. 27, 2016 05:34:05
Houdini Indie and Apprentice » Animate Copy and Chop.
- Jaggerwock
- 10 posts
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Houdini Indie and Apprentice » Animate Copy and Chop.
- Jaggerwock
- 10 posts
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Thanks !
The goal is pretty simple : it's to animate each petal using the corresponding curve in the chop. (I've maybe made this in a twisted way, I'm only 2 weeks old in houdini so forgive me )
I have a problem with your solution : it seem to work if I do this in only one node, but if I add a stamp attribute in the next bend for example, none of the both bend work anymore (and this even if the second bend is bypassed !)
What have I done wrong ?
In the attribute wrangle :
In the second bend :
The goal is pretty simple : it's to animate each petal using the corresponding curve in the chop. (I've maybe made this in a twisted way, I'm only 2 weeks old in houdini so forgive me )
I have a problem with your solution : it seem to work if I do this in only one node, but if I add a stamp attribute in the next bend for example, none of the both bend work anymore (and this even if the second bend is bypassed !)
What have I done wrong ?
In the attribute wrangle :
s@chop_path =sprintf('chop("../Blooming/_out/BlendSide%D")', @ptnum); s@chop_path2 =sprintf('chop("../Blooming/_out/Blend%D")', @ptnum);
stamp("../copy1","chop_path2",0)
Houdini Indie and Apprentice » Animate Copy and Chop.
- Jaggerwock
- 10 posts
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Hi !
I have an issue : In the attached file you could see the begining of a blooming flower where I'm stuck at a point. I have two bend and one transform animated by a chop (the black nodes in the file), but I dont want the Expression to be
But more like
The problem is : The PNT attribute is created after the copy node, which is way after the bend.
How could I do ? I've try a lot of things but I'm still stuck..
If you can help me or just if you try, Thanks a lot!
(And sorry, it's a bit confuse in my mind, so writing this in another language that my native one is harder.)
PS: If you find other ways to improve my file, don't hesitate to tell me
I have an issue : In the attached file you could see the begining of a blooming flower where I'm stuck at a point. I have two bend and one transform animated by a chop (the black nodes in the file), but I dont want the Expression to be
chop("../Blooming/_out/BlendSide2")
chop("../Blooming/_out/BlendSide$PNT")
The problem is : The PNT attribute is created after the copy node, which is way after the bend.
How could I do ? I've try a lot of things but I'm still stuck..
If you can help me or just if you try, Thanks a lot!
(And sorry, it's a bit confuse in my mind, so writing this in another language that my native one is harder.)
PS: If you find other ways to improve my file, don't hesitate to tell me
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