Hi!
I'm facing a problem, and can't figure it out alone… (yes, that mostly always the reason someone post here i guess :p)
I'm trying to make some particles firstly go in a spiral motion around a curve (I've succeeded in this part with a line with edge_dir, then a wrangle with pcopen, and some cross products), but i want at some point (based on age) for the particles to end in tiny spirals… Like the effect in the frozen movie for exemple.
As my particles are firt moving in the XZ plane, i just made a first test by cross-producting the vel by an {0,1,0} vector, but evidently, as soon as my particles move in the Y direction, this method stop working!
So i think i just need some “up vector” from the particles, but that were i'm stuck!
The particles could be with any velocity direction and “spiraling” in any direction too…
So, does anyone knows how i could find this upvector, which should be pointing down when the particle is at the “top” of a spiral and need to get down, etc?
I hope i explained it well enough, sorry for my english!
Thanks a lot in advance!
François.
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Technical Discussion » Particles spiral motion
- kerguestenen
- 9 posts
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Technical Discussion » Make an object constraining a controler in my DA rig
- kerguestenen
- 9 posts
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I will as soon as i can, thanks Arctor.
I was thinking (don't know how hard it could be) that an option like the “keep position when parenting” could be nice, like “keep position when blending” :p
I'm not a technical guy at all, but i guess it's a trick with inverse xForm matrices, right?
I was thinking (don't know how hard it could be) that an option like the “keep position when parenting” could be nice, like “keep position when blending” :p
I'm not a technical guy at all, but i guess it's a trick with inverse xForm matrices, right?
Technical Discussion » Make an object constraining a controler in my DA rig
- kerguestenen
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That worked quite well, thanks Arctor!
Even if i'm not able to keep the current position of the hand as it worked in maya when creating a new constraint, it will do the trick for now.
Even if i'm not able to keep the current position of the hand as it worked in maya when creating a new constraint, it will do the trick for now.
Technical Discussion » Make an object constraining a controler in my DA rig
- kerguestenen
- 9 posts
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Technical Discussion » Make an object constraining a controler in my DA rig
- kerguestenen
- 9 posts
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Hi,
As usual, sorry, but i didn't find any answer, so here is my problem:
I have successfully made a rig for my character and make it into a digital Asset.
This character will have a staff, and i'd like to make the staff contraining the ik controler of a hand. (Because i'd like to have the staff rotating around a pivot where it touches the floor).
It seems easy the opposite way (the hand contraining the staff) but as my DA is locked, i have to “enable editing of contents” on it to make the parenting works. And even so, it breaks the original parenting i have inside my rig.
I though about including the staff in my DA, but it will only work for a specific case. I mean, what if i want to unparent the hand and parent the other one? Or if i need later to parent the staff to the hand, the opposite way?
I know i may be confuse, and even worst my english writing!
But if anyone have an idea…
I shouldn't say that, but i was looking to maya constraints style parenting, where you can animate and stack a lot of constraints…
As usual, sorry, but i didn't find any answer, so here is my problem:
I have successfully made a rig for my character and make it into a digital Asset.
This character will have a staff, and i'd like to make the staff contraining the ik controler of a hand. (Because i'd like to have the staff rotating around a pivot where it touches the floor).
It seems easy the opposite way (the hand contraining the staff) but as my DA is locked, i have to “enable editing of contents” on it to make the parenting works. And even so, it breaks the original parenting i have inside my rig.
I though about including the staff in my DA, but it will only work for a specific case. I mean, what if i want to unparent the hand and parent the other one? Or if i need later to parent the staff to the hand, the opposite way?
I know i may be confuse, and even worst my english writing!
But if anyone have an idea…
I shouldn't say that, but i was looking to maya constraints style parenting, where you can animate and stack a lot of constraints…
Technical Discussion » Null with custom "control type" selection problem
- kerguestenen
- 9 posts
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Technical Discussion » Null with custom "control type" selection problem
- kerguestenen
- 9 posts
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Hi,
Sorry if it was asked, but didn't find an answer, so as the title says, i'm having trouble selecting the controlers of a character rig i've done, especifically the ones that i did with a custom control type, in the misc tab of the null…
Normally when i hover the cursor over something in the viewport, that thing get highlighted and just clicking on it made it selected…
But with those controlers neither are they being highlighted nor am i able to click-select them.
BUT, i can select them by draging a box, lasso or brush-select them… So it's kind of strange!
I'm trying to make rig/anim/render in houdini to learn it, and animation was the part i was anticipating the most, but it will be a bad experience having to box-select the controlers each time!
Does anyone have an idea?
Thanks a lot in advance!
Sorry if it was asked, but didn't find an answer, so as the title says, i'm having trouble selecting the controlers of a character rig i've done, especifically the ones that i did with a custom control type, in the misc tab of the null…
Normally when i hover the cursor over something in the viewport, that thing get highlighted and just clicking on it made it selected…
But with those controlers neither are they being highlighted nor am i able to click-select them.
BUT, i can select them by draging a box, lasso or brush-select them… So it's kind of strange!
I'm trying to make rig/anim/render in houdini to learn it, and animation was the part i was anticipating the most, but it will be a bad experience having to box-select the controlers each time!
Does anyone have an idea?
Thanks a lot in advance!
Houdini Lounge » OctaneRender for Houdini plugin beta released
- kerguestenen
- 9 posts
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juanjgon
This is the Octane DEMO for the last H14/H15 production builds for Windows. If you need it for other platform, please let me know.
https://render.otoy.com/plugindownloads/47/fd/32/6e/Octane_2.24.2.0_Houdini_Windows_DEMO.zip [render.otoy.com]
Thanks,
-Juanjo
WOW, you really don't have to end your message with “thanks”, I'm the one grateful here, really!!
And it was so fast!
Thanks a lot Juanjo.
Houdini Lounge » OctaneRender for Houdini plugin beta released
- kerguestenen
- 9 posts
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Hi!
Just to say that i am not finding anymore the houdini 15.0.179 version, which is required to test the octane demo.
I must download houdini 14.0.444 to be able to test octane with houdini, sadly.
Just to say that i am not finding anymore the houdini 15.0.179 version, which is required to test the octane demo.
I must download houdini 14.0.444 to be able to test octane with houdini, sadly.
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