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Technical Discussion » H9 on Lynux: Parameter Ladder vs. pasting text
- fxanimator
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Are there any chances in H9 on Lynux to keep Parameter Ladder functionality and in the same time be able to paste text into text parameter field using MMB ? Is this customizable somehow ? Maybe it is possible to set some keyboard hotkey in addition to MMB action in case one needs to past text instead of ajusting some numbers in expression for example.
Technical Discussion » H9 fluid: newbie question
- fxanimator
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Thank you ! Works now. “Use point velocity for collision” option can be turned on in RBD solver and in Fluid solver as well. Best results in terms of accuracy of collision are (in my case) then this option is turned on for fluid solver only.
Technical Discussion » H9 fluid: newbie question
- fxanimator
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Thanks for you help ! I am testing Apprentice version of H9 for potential use in our projects. Thus my attempts to understand what it can and what it can not do. And how to get stuff in and out of Houdini. And to show others that this app. can do something that we can not do already.
As to my problem - it is not solved yet. Turning “use deforming geometry” on imported RBD object in DOP network works for objects made and deformed inside Houdini, but not for sequence of .obj files. I realize that .objs might be not the most efficient way to bring stuff into Houdini. But this is something available for me right now.
As to my problem - it is not solved yet. Turning “use deforming geometry” on imported RBD object in DOP network works for objects made and deformed inside Houdini, but not for sequence of .obj files. I realize that .objs might be not the most efficient way to bring stuff into Houdini. But this is something available for me right now.
Technical Discussion » H9 fluid: newbie question
- fxanimator
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Hello,
I am long time Maya user. Also I have been using RealFlow a lot for fluid sims. So I am not exactly newbie Time has come to learn Houdini again.
H9 has lots of example links from the manual, but non of them seems to help to answer the question that I have.
How can I make volume-based fluid collide with deforming geometry ?
What I am trying to do is to use “river bed” example and add animated character imported as sequence of .obj files from Maya to make that fluid interact with that character. I reverse normals of my character and turn it into rigid body. That automatically links it to the existing DOP network. Fluid collides with the character, but uses only first frame of my .obj sequence as collision object, disregarding the rest of sequence.
I am long time Maya user. Also I have been using RealFlow a lot for fluid sims. So I am not exactly newbie Time has come to learn Houdini again.
H9 has lots of example links from the manual, but non of them seems to help to answer the question that I have.
How can I make volume-based fluid collide with deforming geometry ?
What I am trying to do is to use “river bed” example and add animated character imported as sequence of .obj files from Maya to make that fluid interact with that character. I reverse normals of my character and turn it into rigid body. That automatically links it to the existing DOP network. Fluid collides with the character, but uses only first frame of my .obj sequence as collision object, disregarding the rest of sequence.
Technical Discussion » Mouse CHOP and imitation of inertia
- fxanimator
- 6 posts
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edward, thanks a lot ! Time slicing appeared to be the key. RTFM ! (yes, it's about manuals)
Technical Discussion » Mouse CHOP and imitation of inertia
- fxanimator
- 6 posts
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I am trying to create kind of delayed responce effect while exporting tx and ty channels from Mouse CHOP to some object or to Transform SOP inside some object.
It works fine for direct connection (Mouse tx -> object tx, Mouse ty -> object tz). But I am trying to introduce some delay in object reaction. As if object has some inertia.
Initially I tried to insert Lag CHOP after Mouse CHOP end export “delayed” channels. Did not work. Spring CHOP did not work either. Yesterday somebody suggested me
the way to fix the problem. Export channels from Mouse CHOP to the Null object , then fetch those channels back in Channels Editor , add Lag CHOP and export
“delayed” channels to the object with “inertia”. He said that this way (by fetching channels back in CHOPs editor) I could ensure that channels in Fetch CHOP would be
actually cooked as opposed to Mouse CHOP in which you can see not the channel curves but only values of tx and ty in this particular moment. Maybe I have missed
something but , it did not work either. I could certainly use Record CHOP instead of Mouse CHOP and actually record my mouse motions, save channels to disk and then
use saved data. But I would like to have some interactivity.
Any suggestions would be warmly appreciated ;-)
It works fine for direct connection (Mouse tx -> object tx, Mouse ty -> object tz). But I am trying to introduce some delay in object reaction. As if object has some inertia.
Initially I tried to insert Lag CHOP after Mouse CHOP end export “delayed” channels. Did not work. Spring CHOP did not work either. Yesterday somebody suggested me
the way to fix the problem. Export channels from Mouse CHOP to the Null object , then fetch those channels back in Channels Editor , add Lag CHOP and export
“delayed” channels to the object with “inertia”. He said that this way (by fetching channels back in CHOPs editor) I could ensure that channels in Fetch CHOP would be
actually cooked as opposed to Mouse CHOP in which you can see not the channel curves but only values of tx and ty in this particular moment. Maybe I have missed
something but , it did not work either. I could certainly use Record CHOP instead of Mouse CHOP and actually record my mouse motions, save channels to disk and then
use saved data. But I would like to have some interactivity.
Any suggestions would be warmly appreciated ;-)
Edited by - Jan. 30, 2003 03:33:51
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