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Technical Discussion » How to create unevenly distributed points along a curve?
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- mestela
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Technical Discussion » Can you rig a vehicle in Houdini?
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- mestela
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I remembered someone odforce had a big thread about car rigging, just found it:
https://forums.odforce.net/topic/39684-how-create-a-constraint-network-for-simulating-car-suspensions/?do=findComment&comment=192004 [forums.odforce.net]
Julian has posted updates on a few other posts on odforce, as well updates towards the end of that thread I linked, worth a browse around.
https://forums.odforce.net/topic/39684-how-create-a-constraint-network-for-simulating-car-suspensions/?do=findComment&comment=192004 [forums.odforce.net]
Julian has posted updates on a few other posts on odforce, as well updates towards the end of that thread I linked, worth a browse around.
Edited by mestela - March 14, 2023 19:41:17
Technical Discussion » How to make smoother transition in vellum tetrahedron sim?
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- mestela
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As a very broad rule in my experience, when vellum looks rubbery or if impacts aren't affecting as much of the geo as you expect, you need to increase substeps.
Little comparison hip attached...
Little comparison hip attached...
Technical Discussion » Constrain a Group (e.g. of points) to a Null (at Geo level)
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- mestela
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No doubt lots of ways, here's a slightly cheeky way that uses an extract transform, so doesn't require code.
Object merge in the null control shape at rest, and merge it again with 'into this object' to get the animated one, then feed bot to an extract transform. You then get a point with animated @P and @orient that you can use with a copytopoints on the geo you want.
I tried a vex solution before this, but I feel this is cleaner.
Object merge in the null control shape at rest, and merge it again with 'into this object' to get the animated one, then feed bot to an extract transform. You then get a point with animated @P and @orient that you can use with a copytopoints on the geo you want.
I tried a vex solution before this, but I feel this is cleaner.
Technical Discussion » COPs Tri planar?
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- mestela
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Technical Discussion » Fade in initial animation for CHOPS lag/overshoot
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- mestela
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I've never played with that part of chops before, whole new world opened up. I sense a wiki post or two coming up...
Houdini Indie and Apprentice » Noise animated mesh stops working in Vellum Solver
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- mestela
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A simplified hip that contains the core of your problem is usually a better way to get answers.
That said, it's pretty common behaviour for houdini simulation to only read the first frame of your geometry, or to use it to emit stuff within the simulation, eg particles.
For vellum, a vellum rest blend node inside your solver is one of the more common ways to make your sim follow your object. Set the mode to 'every frame', set its target to your sop geometry, and dial in the amount. There should be lots of tutorials around, Paul Esteves has some nice quick ones that should get you started.
That said, it's pretty common behaviour for houdini simulation to only read the first frame of your geometry, or to use it to emit stuff within the simulation, eg particles.
For vellum, a vellum rest blend node inside your solver is one of the more common ways to make your sim follow your object. Set the mode to 'every frame', set its target to your sop geometry, and dial in the amount. There should be lots of tutorials around, Paul Esteves has some nice quick ones that should get you started.
Solaris » SSS trace sets for karma?
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- mestela
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Houdini Indie and Apprentice » How to access the step ladder on a Mac Laptop?
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- mestela
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Map one of your keyboard keys to the middle mouse button.
I use karabiner, but I haven't run houdini on osx in a while, it seems every major osx upgrade breaks this handy tool:
https://www.tokeru.com/cgwiki/index.php?title=HoudiniUserInterfaceTips#Houdini_on_a_laptop.2C_middle_mouse_button [www.tokeru.com]
There's an envvar trick from Noah documented there too.
I use karabiner, but I haven't run houdini on osx in a while, it seems every major osx upgrade breaks this handy tool:
https://www.tokeru.com/cgwiki/index.php?title=HoudiniUserInterfaceTips#Houdini_on_a_laptop.2C_middle_mouse_button [www.tokeru.com]
There's an envvar trick from Noah documented there too.
Houdini Indie and Apprentice » How do I animate zscale incrementally?
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- mestela
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Houdini Indie and Apprentice » Rotating in cop filter.
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- mestela
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I've been playing with similar ideas, made a simple setup that might help.
https://www.tokeru.com/cgwiki/index.php?title=HoudiniCops#Cellnoise_with_rotated_gradients [www.tokeru.com]
https://www.tokeru.com/cgwiki/index.php?title=HoudiniCops#Cellnoise_with_rotated_gradients [www.tokeru.com]
Technical Discussion » chopnet export randomize for multiple object
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- mestela
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Technical Discussion » How to export multiple animation clips to a glTF?
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- mestela
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Last I checked you can't. We ended up pushing fbx's over to blender, and publishing gltf with multiple clips there.
Very frustrating.
Very frustrating.
Technical Discussion » Labs trees + vellum
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- mestela
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Usually look at the inputs, if the vellum sim glitches, that'll pass down to the point deform.
If the vellum sim looks stable, usually playing with the point count and falloff options on the point deform can calm it down for me.
If the vellum sim looks stable, usually playing with the point count and falloff options on the point deform can calm it down for me.
Houdini Indie and Apprentice » Bone influence/move anatomy inside body as well as exterior
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- mestela
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In theory the biharmonic skinning setup should just work, as it uses a volume of tetrahedrons to calculate how weights transfer from the joints to the mesh, rather than how default skinning methods just work across the surface of meshes.
In practice you'll need to do lots of tests, as the tet conversion process can get confused by thin geometry. Potentially you could convert the outer skin to a tet volume (or just a tet mesh as its more usually called), biharmonic skin that, and use it as a point deformer on the internal organs/structures.
In practice you'll need to do lots of tests, as the tet conversion process can get confused by thin geometry. Potentially you could convert the outer skin to a tet volume (or just a tet mesh as its more usually called), biharmonic skin that, and use it as a point deformer on the internal organs/structures.
Edited by mestela - Oct. 24, 2022 17:24:58
Technical Discussion » Trying to create trails through particles
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- mestela
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Here's my method for trails with fixes for issues similar to yours. I think its fairly robust, and not too cpu intensive (the trail sop can get really laggy with high values):
https://www.tokeru.com/cgwiki/index.php?title=PopsSplitAvoid#Making_trails_with_pop_replicate [www.tokeru.com]
https://www.tokeru.com/cgwiki/index.php?title=PopsSplitAvoid#Making_trails_with_pop_replicate [www.tokeru.com]
Houdini Lounge » Is it possible not to update viewport when node clicking?
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- mestela
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Another quick trick is select the node, then immediately click in empty space in the network panel. The parameter pane will stay active, but the ghost overlay of the selected node will go away.
Edited by mestela - Oct. 17, 2022 18:18:09
Houdini Indie and Apprentice » Extracting KineFX transform matrix to OBJ-Level
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- mestela
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You can add scale via some mild trickery (typical houdini verbose nonsense, tsk)
-use vex 'cracktransform' to extract the joint transform to a @scale vector attribute
-read that onto the scale of the rivet via a hscript point expression.
I've added smugness here by channel referencing the rivet point name down into sops to split off the requested joint, and using a spare input on the hscript expression to make it read a little tidier.
(edit)
It occurred to me its probably worth an RFE to have the rivet node support all common instance attributes, so if you have @scale or @transform or @pscale or @xform or @orient etc, to support that for scale and rotation.
-use vex 'cracktransform' to extract the joint transform to a @scale vector attribute
-read that onto the scale of the rivet via a hscript point expression.
I've added smugness here by channel referencing the rivet point name down into sops to split off the requested joint, and using a spare input on the hscript expression to make it read a little tidier.
(edit)
It occurred to me its probably worth an RFE to have the rivet node support all common instance attributes, so if you have @scale or @transform or @pscale or @xform or @orient etc, to support that for scale and rotation.
Edited by mestela - Oct. 10, 2022 16:08:41
Houdini Indie and Apprentice » Extracting KineFX transform matrix to OBJ-Level
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- mestela
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Houdini Learning Materials » Request for Mechanical Rigging Tutorial Series
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- mestela
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I'd like mech rigging tuts too! In the interim look at this post, nice example of a robot arm that works well after a minor tweak:
https://www.sidefx.com/forum/topic/86702/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/86702/ [www.sidefx.com]
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