AHHHHHHH, man! Thanks, tamte! I was looking for this for almost half on hour, but just couldn't find "Advanced/Target from First Input to SOP Path"
If someone stumbles into this, here is the precise answer: On the sop solver itself, in the Advanced tab, the first option is this, Target: First input/Sop path.
Thanks again tamte!
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Technical Discussion » Vellum hair - changing "Pin to target" goal P pos
- kmdani
- 9 posts
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Technical Discussion » Vellum hair - changing "Pin to target" goal P pos
- kmdani
- 9 posts
- Offline
Hi!
I'm building a vellum setup where inside the solver I'm trying to blend between different states (restlenght, etc).
For most cases, I'm good, but I have a state where I would like to activate a Pin to target constraint, and move the vellum points with a soft constraint that direction.
Usually, this is easily done by copying the target anim onto the solver's input pt stream, but that is already taken for my "default" state.
(It animates the root point's position.)
I tried to create an extra Pin to target constraint outside the solver, and updating the Rest Vector inside the vellum solver. As far as I know, the Rest Vector is float4, which stores quaternions for bend constraint, but also, can store world space positions of the Pin to target.
Have anyone tried to change this Rest vector by a vellumconstraintproperty node? I'm not getting proper results.
TLDR: how to blend inside solver between two rest states for a Pin to target constraint?
Thanks,
Daniel
I'm building a vellum setup where inside the solver I'm trying to blend between different states (restlenght, etc).
For most cases, I'm good, but I have a state where I would like to activate a Pin to target constraint, and move the vellum points with a soft constraint that direction.
Usually, this is easily done by copying the target anim onto the solver's input pt stream, but that is already taken for my "default" state.
(It animates the root point's position.)
I tried to create an extra Pin to target constraint outside the solver, and updating the Rest Vector inside the vellum solver. As far as I know, the Rest Vector is float4, which stores quaternions for bend constraint, but also, can store world space positions of the Pin to target.
Have anyone tried to change this Rest vector by a vellumconstraintproperty node? I'm not getting proper results.
TLDR: how to blend inside solver between two rest states for a Pin to target constraint?
Thanks,
Daniel
Technical Discussion » How to enable motion blur for Bake texture node?
- kmdani
- 9 posts
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Technical Discussion » Better tools in Kinefx for procedural rigging
- kmdani
- 9 posts
- Offline
Hi!
Is there any plans to work on Kinefx's not UI based usage? Meaning procedural rigging of parts that was also procedurally modeled.
I just tried to follow/implement some hardsurface stuff (pistons, hinges, scissors, like this: https://www.youtube.com/watch?v=VbXlHbbciJE&ab_channel=RaconteurAnimation [www.youtube.com]).
But I feel like currently the tools are clearly aiming for character setups that are "hand created" (meaning created/changed in the viewport) and not procedurally reacreated/connected by differently placed and copied parts.
I thought there would be some easy way to assemble rig parts (like certain bone/chaines with IK) and just copy them similarly like geometry. But it is actually reversed, you need to assemble the whole thing in a totally different manner. (create the full bone structure, and then parse it through, and setup IKs).
I managed to use the for-each loop to do some stuff, but for example the reparent sop is not liking iterative expressions. (Yeah, I can copy the python code, and wrote it myself, but that can be said for everything.)
It would be cool, if there would be some solutions for stuff like chain linked IK chains, or mechanical stuff like pistons and stuff. Currently doing that in blender, maya, is way more easier, and because it is hard to "connect" to the model parts, it is pretty hard to justify the proceduralism.
I attached the above linked maya scissors mechanical stuff implementation in kinefx. I needed to do reparenting "by hand" because I couldn't figure it out procedurally. (the skinning is terrible, because I just gave up on that point)
It would be also fun for character setups, to take certain geometry parts (like an arm) with bone and skin information, and be able to copy them, and keep the functionality.
Is there any plans to work on Kinefx's not UI based usage? Meaning procedural rigging of parts that was also procedurally modeled.
I just tried to follow/implement some hardsurface stuff (pistons, hinges, scissors, like this: https://www.youtube.com/watch?v=VbXlHbbciJE&ab_channel=RaconteurAnimation [www.youtube.com]).
But I feel like currently the tools are clearly aiming for character setups that are "hand created" (meaning created/changed in the viewport) and not procedurally reacreated/connected by differently placed and copied parts.
I thought there would be some easy way to assemble rig parts (like certain bone/chaines with IK) and just copy them similarly like geometry. But it is actually reversed, you need to assemble the whole thing in a totally different manner. (create the full bone structure, and then parse it through, and setup IKs).
I managed to use the for-each loop to do some stuff, but for example the reparent sop is not liking iterative expressions. (Yeah, I can copy the python code, and wrote it myself, but that can be said for everything.)
It would be cool, if there would be some solutions for stuff like chain linked IK chains, or mechanical stuff like pistons and stuff. Currently doing that in blender, maya, is way more easier, and because it is hard to "connect" to the model parts, it is pretty hard to justify the proceduralism.
I attached the above linked maya scissors mechanical stuff implementation in kinefx. I needed to do reparenting "by hand" because I couldn't figure it out procedurally. (the skinning is terrible, because I just gave up on that point)
It would be also fun for character setups, to take certain geometry parts (like an arm) with bone and skin information, and be able to copy them, and keep the functionality.
Edited by kmdani - Feb. 13, 2021 14:39:19
Technical Discussion » Vellum sliding constraint on itself
- kmdani
- 9 posts
- Offline
Hi! I'm trying to use the new Sliding constraint in vellum (houdini 18). I had good result when I tried to constrain my geometries to a collider geo. (Using the Attach the geometry or the Stich constraint node.)
But when I'm trying to “Sliding constraint” together my geometries, I can't make it work.
So basically, I want my active vellum objects “sliding constrain” together many shells of geometries.
Any ideas?
(Not too much info in the docs sadly. https://www.sidefx.com/docs/houdini/vellum/slidingconstraints.html)
But when I'm trying to “Sliding constraint” together my geometries, I can't make it work.
So basically, I want my active vellum objects “sliding constrain” together many shells of geometries.
Any ideas?
(Not too much info in the docs sadly. https://www.sidefx.com/docs/houdini/vellum/slidingconstraints.html)
Technical Discussion » Problems the tissue solver in 16.5 not animating with the skin
- kmdani
- 9 posts
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Houdini Indie and Apprentice » Exporting Crease to Alembic for Use in Katana/Arnold with Subdivide
- kmdani
- 9 posts
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Dominikkirouac
By writing to sidefx, I finally understand what need to be done to export these data correctly.
There is a flag at the object level that need to be checked. Once check it will see you polymesh as a subdmesh and convert your creaseweight attribute the way katana is expecting it.
Need to test the process more in depth, but seems to be the solution.
Cheers!
I'm just writing this to here, in a hope, that others will find this via google search or other.
So I was trying to export creasing / creases to maya with alembic. I tried everything. But this, this solved it!
It would be nice, to have this on the actual alembic export rop, not to need to go obj level, and search for a hidden attribute.
Anyway, huge thanks for this!
Technical Discussion » Vellum Embedding highres geo
- kmdani
- 9 posts
- Offline
Hi!
Is there a way to to embedding a highres geometry to vellum like with FEM? (FEM has this option after tetrahedra, to embed the highres geo to the sim, and get it afterward).
I checked the documentation, but couldn't find anything. Is my only option point deform?
Thanks!
Is there a way to to embedding a highres geometry to vellum like with FEM? (FEM has this option after tetrahedra, to embed the highres geo to the sim, and get it afterward).
I checked the documentation, but couldn't find anything. Is my only option point deform?
Thanks!
Technical Discussion » Is there a way to assign a hotkey to the Guide Groom "Primitive group" parameter?
- kmdani
- 9 posts
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Hi there!
Is there a way to assign a hotkey to the Guide Groom “Primitive group” parameter?
I mean, that function is for masking, but it is really-really terrible to use while doing hands on work.
I need to click on the arrow in the Guide groom sop, select the curves that I want to mask (I select the non masked, but ok), I hit enter. I do grooming with my desired mask.
I want to mask other curves, I need to manually delete the edge primitives from the list (double click+del), click on the arrow, etc…
I mean, I was thinking about implementing this function for the Stroke node while holding down ctrl…
Am I the guy who just can't figure it out, or is it really that complicated? It would be pretty cool to use this otherwise.
Thanks!
Is there a way to assign a hotkey to the Guide Groom “Primitive group” parameter?
I mean, that function is for masking, but it is really-really terrible to use while doing hands on work.
I need to click on the arrow in the Guide groom sop, select the curves that I want to mask (I select the non masked, but ok), I hit enter. I do grooming with my desired mask.
I want to mask other curves, I need to manually delete the edge primitives from the list (double click+del), click on the arrow, etc…
I mean, I was thinking about implementing this function for the Stroke node while holding down ctrl…
Am I the guy who just can't figure it out, or is it really that complicated? It would be pretty cool to use this otherwise.
Thanks!
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