And just as a follow up, I found this workflow http://ihoudini.blogspot.com.au/2011/10/wire-to-rbd-feedback-in-dops.html?showComment=1434442587147 [ihoudini.blogspot.com.au]
but it sounds like that approach doesn't work in newer versions of Houdini.
Anyone know how this would be achieved in H14?
Found 8 posts.
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Houdini Indie and Apprentice » Suggestions for necklace. n00b-alicious
- Stephen Hamacek
- 8 posts
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Houdini Indie and Apprentice » Suggestions for necklace. n00b-alicious
- Stephen Hamacek
- 8 posts
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arctor
have a look at the wire solver
wires can act like RBD with the right settings…
Thanks arctor. Yeah I've started getting the basics of the wire solver figured out now. Just not sure how to constrain a rigid body point to it so they hang and interact properly. I'm just impatient and excited to get going I guess. Still something of a learning curve for me after Blender/Maya, but will get there.
Cheers.
Houdini Indie and Apprentice » Suggestions for necklace. n00b-alicious
- Stephen Hamacek
- 8 posts
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I'm still taking Houdini baby steps, but just trying to understand a good way of simulating a necklace - one with a heavy pendant or 3 that react as rigid bodies while still being tethered to the string/chain.
Thanks for any suggestions.
Thanks for any suggestions.
Houdini Learning Materials » Question about Lesson 4 | Wire Solver tutorial
- Stephen Hamacek
- 8 posts
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I can't seem to find ‘Springnetworkconstraint’ in H14 to complete this tute. Does it still exist, and if not, what would be the current alternative?
Thanks.
Thanks.
Houdini Indie and Apprentice » Another noob cloth problem
- Stephen Hamacek
- 8 posts
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Hi,
I'm just starting to work my way through Shivani's CmiVfx cloth tutorial, but H14 is quite different to 12, and I've hit a hitch very early on.
Just trying to set up a Follow Target constraint on a grid cloth. I know the cloth itself works ok with colliders, but constraining it to a corner, it just hangs like a rigid square. I can get it to stretch a little but it won't seem to fold like a towel on a hook.
Can anyone see what I'm doing wrong?
I'm just starting to work my way through Shivani's CmiVfx cloth tutorial, but H14 is quite different to 12, and I've hit a hitch very early on.
Just trying to set up a Follow Target constraint on a grid cloth. I know the cloth itself works ok with colliders, but constraining it to a corner, it just hangs like a rigid square. I can get it to stretch a little but it won't seem to fold like a towel on a hook.
Can anyone see what I'm doing wrong?
Houdini Indie and Apprentice » Trouble with basic cloth
- Stephen Hamacek
- 8 posts
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Thanks @MartybNz
I downloaded your file and stuck my character in it, and had the same problem. So as I suspected there was a problem with my model. I checked the normals again and found there was a problem introduced, probably in the mdd import.
So now all is great!
And my first simple tests with the cloth working are heart-racingly good. Just what I was hoping for
I downloaded your file and stuck my character in it, and had the same problem. So as I suspected there was a problem with my model. I checked the normals again and found there was a problem introduced, probably in the mdd import.
So now all is great!
And my first simple tests with the cloth working are heart-racingly good. Just what I was hoping for
Houdini Indie and Apprentice » Trouble with basic cloth
- Stephen Hamacek
- 8 posts
- Offline
Hi, Please bear with me as I'm still taking baby steps with Houdini.
But I really wanted to have a go at some cloth sim. I've done some in Blender before and was encouraged by the results people seem to be able to get with Houdini.
For my first test I brought in an .obj character, applied a basic deform as an mdd then reexported as a .bgeo sequence, and reimported. Then using both a premade cloak mesh and a simple plane I've tried doing some cloth sim on the animated mesh.
But I've found even with a simple cloth dropping on his head I get huge penetrations, that don't even show up in the visualisation.
I've tried putting the sub steps setting up to 10 with no better result. Can anyone point me towards what I might be doing wrong?
I've tried with a static collider too, and this works better but still gives some nasty penetration.
TIA
But I really wanted to have a go at some cloth sim. I've done some in Blender before and was encouraged by the results people seem to be able to get with Houdini.
For my first test I brought in an .obj character, applied a basic deform as an mdd then reexported as a .bgeo sequence, and reimported. Then using both a premade cloak mesh and a simple plane I've tried doing some cloth sim on the animated mesh.
But I've found even with a simple cloth dropping on his head I get huge penetrations, that don't even show up in the visualisation.
I've tried putting the sub steps setting up to 10 with no better result. Can anyone point me towards what I might be doing wrong?
I've tried with a static collider too, and this works better but still gives some nasty penetration.
TIA
Houdini Learning Materials » Stuck in the Getting Started tutorial
- Stephen Hamacek
- 8 posts
- Offline
Bump, Yeah, I'm just taking my Houdini baby steps, and I can't figure the capping out, as per the OP. Would love it if someone more experienced would do this tute in 14 and let us know how to proceed, since something critical has clearly deprecated the tutorial.
Please help
:cry:
EDIT: Tried adding a fuse node after the duplicate node and adding polycap after that. Almost worked but still gives a big gash in the middle with faces shooting down through the column.
IF I add it after the mirror-fuse it works, but then You need to add 2xnodes (top and bottom cap) instead of 1 mirrored one, which defeats the logic of the node structure I would have thought.
Cry for help still valid…
Please help
:cry:
EDIT: Tried adding a fuse node after the duplicate node and adding polycap after that. Almost worked but still gives a big gash in the middle with faces shooting down through the column.
IF I add it after the mirror-fuse it works, but then You need to add 2xnodes (top and bottom cap) instead of 1 mirrored one, which defeats the logic of the node structure I would have thought.
Cry for help still valid…
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