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Technical Discussion » Turning off collision between specific objects in a dop network
- NakedChicken
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I've been reading the documentation for collide relationships, collide labels, merge relationships and all the things I can find, but nothing seems to work for turning off collision between two objects. Is the documentation just out of date maybe? There's no example files I could find but I followed the written examples as best I could and got absolutely nothing. Would love some help.
Technical Discussion » Sop Solver causing physics madness
- NakedChicken
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Thanks awong, that did the trick.
Another question. This looks pretty good except if there is a very large impact that causes a significant dent, it is very obvious that the ball bounces off of the old collision. This makes sense since the sopsolver is being processed after the rigid body solver. When I try putting the sopsolver in the pre-process slot then it stops working. Any idea why this would happen?
Another question. This looks pretty good except if there is a very large impact that causes a significant dent, it is very obvious that the ball bounces off of the old collision. This makes sense since the sopsolver is being processed after the rigid body solver. When I try putting the sopsolver in the pre-process slot then it stops working. Any idea why this would happen?
Technical Discussion » Sop Solver causing physics madness
- NakedChicken
- 29 posts
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I'm messing around with Sop Solvers for the first time and I got one set up that bends objects by collision. It works pretty well, but when it is on, the other RBD objects in my scene don't act as they should. I've attached a file that highlights what I mean, but here's the gist of it:
There are 3 spheres that shoot towards a pillar.
They dent this pillar with my sop solver (which is set to only work on the group that the pillars are in).
The pillar does indeed dent, but after the 3 spheres rebound off of the pillar then the madness happens.
They fall towards the ground and as soon as they collide with each other, two of them shoot off into oblivion and the 3rd rolls along the ground.
If I turn off the sop solver then they rebound and bounce off each other as I would expect so I know it's something to do with the sop solver… perhaps my ordering is wrong or something?
Hoping someone here can help. Thanks in advance.
Edit:
Just noticed something else. I have “Solver Per Object” turned on on my rigid body solver. When I turn that off, the madness stops happening, but then again my sop solver seems to stop working as well…
When I go into the sop solver the denting seems to be happening (had to edit it a bit to get it working properly), but outside in the dop network, it is having no effect.
There are 3 spheres that shoot towards a pillar.
They dent this pillar with my sop solver (which is set to only work on the group that the pillars are in).
The pillar does indeed dent, but after the 3 spheres rebound off of the pillar then the madness happens.
They fall towards the ground and as soon as they collide with each other, two of them shoot off into oblivion and the 3rd rolls along the ground.
If I turn off the sop solver then they rebound and bounce off each other as I would expect so I know it's something to do with the sop solver… perhaps my ordering is wrong or something?
Hoping someone here can help. Thanks in advance.
Edit:
Just noticed something else. I have “Solver Per Object” turned on on my rigid body solver. When I turn that off, the madness stops happening, but then again my sop solver seems to stop working as well…
When I go into the sop solver the denting seems to be happening (had to edit it a bit to get it working properly), but outside in the dop network, it is having no effect.
Technical Discussion » Custom shelf script won't prompt after the first run.
- NakedChicken
- 29 posts
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Trying to make a shelf button like the other dynamic ones and running into an issue.
import toolutils
import doptoolutils
import doprbdtoolutils
sceneviewer = toolutils.activePane(kwargs)
prompt = “Select Packed RBD object to rivet. Press Enter to Continue.”
seldata = sceneviewer.selectDynamics(prompt = prompt,
allow_objects = True,
allow_modifiers = False,
allow_multisel = False)
if len(seldata) == 1:
rivet_obj = doptoolutils.getDopDataCreator(seldata)
prompt = “Select RBD objects to rivet to. Press Enter to Continue.”
selobjects = sceneviewer.selectDynamics(prompt = prompt,
allow_objects = True,
allow_modifiers = False,
allow_multisel = True)
if len(selobjects) == 1:
rivet_target = doptoolutils.getDopDataCreator(seldata)
rivet_obj.setCurrent(True, True)
sceneviewer.enterCurrentNodeState()
The following code only asks on the first “selectDynamics” after that it just skips past asking every time I call it. It remembers what I had selected unless I restart Houdini. This is the case even if I set the “seldata” variable to None at the end of the script. No matter what I do, I can't get it to enter the selection mode again.
import toolutils
import doptoolutils
import doprbdtoolutils
sceneviewer = toolutils.activePane(kwargs)
prompt = “Select Packed RBD object to rivet. Press Enter to Continue.”
seldata = sceneviewer.selectDynamics(prompt = prompt,
allow_objects = True,
allow_modifiers = False,
allow_multisel = False)
if len(seldata) == 1:
rivet_obj = doptoolutils.getDopDataCreator(seldata)
prompt = “Select RBD objects to rivet to. Press Enter to Continue.”
selobjects = sceneviewer.selectDynamics(prompt = prompt,
allow_objects = True,
allow_modifiers = False,
allow_multisel = True)
if len(selobjects) == 1:
rivet_target = doptoolutils.getDopDataCreator(seldata)
rivet_obj.setCurrent(True, True)
sceneviewer.enterCurrentNodeState()
The following code only asks on the first “selectDynamics” after that it just skips past asking every time I call it. It remembers what I had selected unless I restart Houdini. This is the case even if I set the “seldata” variable to None at the end of the script. No matter what I do, I can't get it to enter the selection mode again.
Technical Discussion » Hard Constraint Relationship with multiple packed objects
- NakedChicken
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Technical Discussion » Hard Constraint Relationship with multiple packed objects
- NakedChicken
- 29 posts
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So I've got a Dop set up with multiple packed objects.
The first is a series of boxes pinned together in a chain using the Hard Constraint Relationship. These are acting as bending supports in my simulation using the technique that Pavel perfected here: https://vimeo.com/105947358 [vimeo.com]
I got this all working just as I want it to, but then trouble comes when I add in the second packed object. This is a set of panels I want to “rivet” to the supports. As soon as I add them to the Dop network, they get added to the Hard Constraint network I set up for the supports.
This is not what I want. I will eventually want to use a glue constraint to attach the panels to the supports, but I haven't gotten that far yet, and it will be at different points regardless.
I've attached the hip file and a screenshot to show what I mean. Any help will be much appreciated.
The first is a series of boxes pinned together in a chain using the Hard Constraint Relationship. These are acting as bending supports in my simulation using the technique that Pavel perfected here: https://vimeo.com/105947358 [vimeo.com]
I got this all working just as I want it to, but then trouble comes when I add in the second packed object. This is a set of panels I want to “rivet” to the supports. As soon as I add them to the Dop network, they get added to the Hard Constraint network I set up for the supports.
This is not what I want. I will eventually want to use a glue constraint to attach the panels to the supports, but I haven't gotten that far yet, and it will be at different points regardless.
I've attached the hip file and a screenshot to show what I mean. Any help will be much appreciated.
Houdini Engine for Maya » mesh normals not being read in Maya 2016
- NakedChicken
- 29 posts
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Houdini Engine for Maya » Maya locator as input?
- NakedChicken
- 29 posts
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Are there any plans to a add Maya locators as an input?
I have a fracturing asset and my plan is to allow the user to place however many locators they want as impact points.
Currently I'm using vertex color so they can paint impact points but that is still random and requires that there be verts at that location. I want them to be able to place exact fracture points.
I have a fracturing asset and my plan is to allow the user to place however many locators they want as impact points.
Currently I'm using vertex color so they can paint impact points but that is still random and requires that there be verts at that location. I want them to be able to place exact fracture points.
Houdini Engine for Maya » mesh normals not being read in Maya 2016
- NakedChicken
- 29 posts
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This is happening for me on all meshes. Make a cube in maya, load it into a houdini asset and all normals are blown away (replaced by a generic smooth normal). When I open the houdini scene and check the input mesh there is indeed no normal attribute on the verts. Uvs, color, material and such are making it through fine, but no normals.
I'm using Maya 2016 (tried with 2013 and get the same issue) and Houdini 14.0.396.
I've attached the simplest example possible. It just passes the mesh through… but destroys the normals.
I'm using Maya 2016 (tried with 2013 and get the same issue) and Houdini 14.0.396.
I've attached the simplest example possible. It just passes the mesh through… but destroys the normals.
Technical Discussion » Deleting glue constraints as part of a RBD simulation.
- NakedChicken
- 29 posts
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Awesome, thanks for the suggestion cwhite. Worked perfectly. Adding glue to the packed RBD already thows a SOP solver on there so I just plugged into that with a delete by bounding and drove the bounds by $F. Works like a charm.
Technical Discussion » Deleting glue constraints as part of a RBD simulation.
- NakedChicken
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Technical Discussion » Deleting glue constraints as part of a RBD simulation.
- NakedChicken
- 29 posts
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So I know how to set up glue constraints and destroy them as part of an RBD simulation (hit them with a heavy object), and I know how to delete them by scripted event (the table example that comes with Houdini). But does anyone know how to do both? I want to hit a fractured, glued object with a heavy object, doing some damage. I then want to drive the other glue constraints and destroy them as part of the animation. Right now, trying to just do both methods as they are used in the example files, the second I try to delete a constraint manually, all the constraints that were destroyed as part of the RBD get re-created and locked.
Technical Discussion » Houdini Alembic to Maya group - how to keep pieces separate?
- NakedChicken
- 29 posts
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Huzzah, I'm not insane! Well… anyway
It's something to do with my version of Houdini. When I followed the video I was using Houdini 14.0.258. I recently updated to 14.0.361. Just for the heck of it I loaded up my old version and it all works perfectly!
Not sure why that is, but at least I found a solution.
It's something to do with my version of Houdini. When I followed the video I was using Houdini 14.0.258. I recently updated to 14.0.361. Just for the heck of it I loaded up my old version and it all works perfectly!
Not sure why that is, but at least I found a solution.
Technical Discussion » Houdini Alembic to Maya group - how to keep pieces separate?
- NakedChicken
- 29 posts
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So that actually gave me the same results.
Let me expand on my issue.
I'm able to bring in the alembic with all the shapes like in the example you sent me (unpack not necessary for that). I also wrote a script that extracts the shapes to individual objects in Maya. My problem is that I then need to back that animation down to a keyframe animations. The problem is that the objects brought in by alembic bake down with no motion (because as far as transforms go, there is no motion).
The video I posted above shows the objects coming in as individual objects in Maya with transforms and all. I actually managed to do this the first time I was following along with the video, but I have not been able to replicate it. I'm not sure what magic button I hit the first time (and I followed the video exactly every time), but I can't reproduce those results.
So I guess my real request is a way to get Houdini simulations to a Maya keyframe animation. Is Alembic a viable method for that?
Let me expand on my issue.
I'm able to bring in the alembic with all the shapes like in the example you sent me (unpack not necessary for that). I also wrote a script that extracts the shapes to individual objects in Maya. My problem is that I then need to back that animation down to a keyframe animations. The problem is that the objects brought in by alembic bake down with no motion (because as far as transforms go, there is no motion).
The video I posted above shows the objects coming in as individual objects in Maya with transforms and all. I actually managed to do this the first time I was following along with the video, but I have not been able to replicate it. I'm not sure what magic button I hit the first time (and I followed the video exactly every time), but I can't reproduce those results.
So I guess my real request is a way to get Houdini simulations to a Maya keyframe animation. Is Alembic a viable method for that?
Technical Discussion » Houdini Alembic to Maya group - how to keep pieces separate?
- NakedChicken
- 29 posts
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Here is an example file. One question, does the name attribute need to be point or prim? There is a name point attribute and I tried using that for the partitioning, but I still get a single mesh.
Also for ref I'm using Maya 2016 and Houdini 14
Also for ref I'm using Maya 2016 and Houdini 14
Technical Discussion » Houdini Alembic to Maya group - how to keep pieces separate?
- NakedChicken
- 29 posts
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I've got a fracture sim in houdini that's all set up and I'm trying to export it to an Alembic sequence to bring in to Maya.
This all works well except for one thing, the Alembic file, once imported into Maya is one single object.
I tried following the video - https://vimeo.com/92866922 [vimeo.com]
And messed around with the suggestions here - https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=175018&sid=f1f97f13881eb72110f08c9ebc4866a8 [sidefx.com]
But nothing seems to work. When I do use the name attribute I do get individual pieces, but they're all empty in Maya.
Any help would be much appreciated.
This all works well except for one thing, the Alembic file, once imported into Maya is one single object.
I tried following the video - https://vimeo.com/92866922 [vimeo.com]
And messed around with the suggestions here - https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=175018&sid=f1f97f13881eb72110f08c9ebc4866a8 [sidefx.com]
But nothing seems to work. When I do use the name attribute I do get individual pieces, but they're all empty in Maya.
Any help would be much appreciated.
Houdini Engine for Maya » Asset not updating properly in Maya
- NakedChicken
- 29 posts
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I have a DA that fractures a mesh in Maya. It all works fine until I reduce the amount of pieces. If I increase them by bumping up the point count then it seems to update fine.
However if I reduce the amount, it will sometimes keep the old pieces around. Resetting the asset does nothing.
The frustrating thing is that it doesn't always do it either. Just after a few random adjustments.
I'm using Maya 2016 and Houdini 14.0.361.
Another odd thing is that when I reduce, it will sometimes create an “emptyPart” node which gives the following error in Maya:
// Warning: file: CProgram Files/Autodesk/Maya2016/scripts/startup/assignSG.mel line 104: Cannot add the following items to the set since the set has restrictions on membership: emptyPart //
// Warning: file: CProgram Files/Autodesk/Maya2016/scripts/startup/assignSG.mel line 104: None of the items can be added to the set //
This shows up any time I reduce, but it doesn't always coincide with a break in the sync.
However if I reduce the amount, it will sometimes keep the old pieces around. Resetting the asset does nothing.
The frustrating thing is that it doesn't always do it either. Just after a few random adjustments.
I'm using Maya 2016 and Houdini 14.0.361.
Another odd thing is that when I reduce, it will sometimes create an “emptyPart” node which gives the following error in Maya:
// Warning: file: CProgram Files/Autodesk/Maya2016/scripts/startup/assignSG.mel line 104: Cannot add the following items to the set since the set has restrictions on membership: emptyPart //
// Warning: file: CProgram Files/Autodesk/Maya2016/scripts/startup/assignSG.mel line 104: None of the items can be added to the set //
This shows up any time I reduce, but it doesn't always coincide with a break in the sync.
Houdini Engine for Maya » Maya command reference somewhere?
- NakedChicken
- 29 posts
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Houdini Engine for Maya » Maya command reference somewhere?
- NakedChicken
- 29 posts
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Thanks.
What about hou? If I type hou. in the Maya Python Script Editor I seem to have access to the entire hou libs. Can I actually use these in Maya or am I just glimpsing into another solution because of my pathing?
What about hou? If I type hou. in the Maya Python Script Editor I seem to have access to the entire hou libs. Can I actually use these in Maya or am I just glimpsing into another solution because of my pathing?
Houdini Engine for Maya » Maya command reference somewhere?
- NakedChicken
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Is there a place where we can look up all the various maya commands for houdini assets. Things like “cmds.houdiniAsset”; I found that by accident on the web. It would be nice to have an official place to look up and discover all the various commands. is “hou.” documented somewhere?
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