Found 14 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » RemeshGrid ProjectToOriginal Normals
- pmegele6
- 14 posts
- Offline
Houdini Indie and Apprentice » RemeshGrid ProjectToOriginal Normals
- pmegele6
- 14 posts
- Offline
Hi,
if I use RemeshGrid ProjectToOriginal the Normals seem to be flipped arbitrarily. i tried reverse, facet, polydoctor. nothing works ?
if I use RemeshGrid ProjectToOriginal the Normals seem to be flipped arbitrarily. i tried reverse, facet, polydoctor. nothing works ?
Houdini Indie and Apprentice » Cone Twist Constraint not working
- pmegele6
- 14 posts
- Offline
Hi,
so i made a very simple scene to figure out how to do it. a fractured sphere and two cubes.
it works, twist constraining the two cubes. but if i try to glue constrain one of the cubes to the fractured sphere, the conetwist constraint seems to brake immediately. i dont know why, because if i hide the geo in the dopnet, the constraints stay in place, but the cube comes off.
also if i show object link, it seems the wrong objects are attached to the twist constraint.
so i made a very simple scene to figure out how to do it. a fractured sphere and two cubes.
it works, twist constraining the two cubes. but if i try to glue constrain one of the cubes to the fractured sphere, the conetwist constraint seems to brake immediately. i dont know why, because if i hide the geo in the dopnet, the constraints stay in place, but the cube comes off.
also if i show object link, it seems the wrong objects are attached to the twist constraint.
Edited by pmegele6 - Aug. 11, 2022 05:18:31
Houdini Indie and Apprentice » Cone Twist Constraint not working
- pmegele6
- 14 posts
- Offline
Right,
i found a few mistakes and cleaned the scene. I checked in the spreadsheet if the conetwist attributes are present in the rbd packed node and they are, but i cant see them in the dopnetwork and they dont seem to work the tires come off immediately.
i found a few mistakes and cleaned the scene. I checked in the spreadsheet if the conetwist attributes are present in the rbd packed node and they are, but i cant see them in the dopnetwork and they dont seem to work the tires come off immediately.
Houdini Indie and Apprentice » Cone Twist Constraint not working
- pmegele6
- 14 posts
- Offline
Hi,
i am still working on a car crash setup. got i working on a basic level. dont know if its really how its supposed to be.
i am stuck now on attaching the wheels to the body. i tried to use conetwist constraint, but i cant get it to work. i would like the tires to be able to turn and break if hit too hard.
i attached the file, maybe someone could have a look at it. i tried to clarify the tree with notes.
i am still working on a car crash setup. got i working on a basic level. dont know if its really how its supposed to be.
i am stuck now on attaching the wheels to the body. i tried to use conetwist constraint, but i cant get it to work. i would like the tires to be able to turn and break if hit too hard.
i attached the file, maybe someone could have a look at it. i tried to clarify the tree with notes.
Houdini Indie and Apprentice » car crash
- pmegele6
- 14 posts
- Offline
OK, figured out a solution. it works if i do the transform animation on the unfractured object and then transfer the velocities onto the proxy geometry. this way i can even scale the velocities with the trail node. the simulation works now.
Edited by pmegele6 - Aug. 4, 2022 08:00:39
Houdini Indie and Apprentice » car crash
- pmegele6
- 14 posts
- Offline
Hi, thanks for your answer. I had hoped that it would be easier in houdini. i tried it in other software and it just didnt work. So vellum ... another thing to wrap my had around. Do you think it would be possible to just scale down the velocity ?
Houdini Indie and Apprentice » car crash
- pmegele6
- 14 posts
- Offline
your right, but the soft constrained pieces do that too and stay bound. so it looks silly and i cant find any tutorial where you have an animation before simulation. thats really odd as you see that stuff all the time in movies and houdini is supposed to be THE software for stuff like that. i am sure it is, but i really hope you dont have to script a ton to do so. i have attached the file. the right tree works with dropping.
Edited by pmegele6 - Aug. 3, 2022 15:27:04
Houdini Indie and Apprentice » car crash
- pmegele6
- 14 posts
- Offline
Hi,
real noob question:
i am trying to learn how to do a car crash. i have done a couple of tutorials, but in all of those the object is only dropped from some height onto the ground. i can do that now(WOW). when i have dialed in all the soft constraints and plasticity and it looks good, i tried to animate the object and active/deforming state so it has more velocity. if i do so the settings are not working anymore and i cant seem to get them right, with increasing the values. i tried all sorts of stuff, but the pieces just fly off and look really weird.
can someone point me in the right direction ?
real noob question:
i am trying to learn how to do a car crash. i have done a couple of tutorials, but in all of those the object is only dropped from some height onto the ground. i can do that now(WOW). when i have dialed in all the soft constraints and plasticity and it looks good, i tried to animate the object and active/deforming state so it has more velocity. if i do so the settings are not working anymore and i cant seem to get them right, with increasing the values. i tried all sorts of stuff, but the pieces just fly off and look really weird.
can someone point me in the right direction ?
Houdini Indie and Apprentice » animated object with rbdbulletsolver
- pmegele6
- 14 posts
- Offline
Houdini Indie and Apprentice » Caching Voronoi Fracture does not work
- pmegele6
- 14 posts
- Offline
oh my god, so simple. thank you. houdini is really hard at the beginning, so many options and stuff to keep track.
Houdini Indie and Apprentice » Caching Voronoi Fracture does not work
- pmegele6
- 14 posts
- Offline
Hi,
i am trying a tutorial, but if i use the filenode to cache the voronoi fracture it does not work.
the error is name attribute does not exist. it works without the filecache. i attached the file.
the file uses the name attribute to make cluster that can be attached with constraints. but the constraint from rules node does not seem to find the name attribute. when the guy in the tutorial does it, it works.
i am trying a tutorial, but if i use the filenode to cache the voronoi fracture it does not work.
the error is name attribute does not exist. it works without the filecache. i attached the file.
the file uses the name attribute to make cluster that can be attached with constraints. but the constraint from rules node does not seem to find the name attribute. when the guy in the tutorial does it, it works.
Houdini Indie and Apprentice » animated object with rbdbulletsolver
- pmegele6
- 14 posts
- Offline
Hi,
i figured out the error in the dopnet, thanks !
but could you maybe tell me, how to setup the animation to simulation handover properly ?
i figured out the error in the dopnet, thanks !
but could you maybe tell me, how to setup the animation to simulation handover properly ?
Houdini Indie and Apprentice » animated object with rbdbulletsolver
- pmegele6
- 14 posts
- Offline
Hi there,
i am new to houdini apprentice, but have long experience with maya and more recently blender.
i can`t seem to figure out the proper way to set up a scene where let`s say a plane is animated and then at some point the solver takes over and simulates a prefractured geometry collision with the rbdbulletsolver. I found a tutorial on doing it with a dopnetwork and the active value, but for some reason the rbdpacked node does not work with fractured objects, even if i set it up like in the tutorial. so its two questions really.
1. why does the object not fracture with the dop network ?
2. how to do it with rbdbulletsolver ? ( animating active and deforming values ? )
Thanks
i am new to houdini apprentice, but have long experience with maya and more recently blender.
i can`t seem to figure out the proper way to set up a scene where let`s say a plane is animated and then at some point the solver takes over and simulates a prefractured geometry collision with the rbdbulletsolver. I found a tutorial on doing it with a dopnetwork and the active value, but for some reason the rbdpacked node does not work with fractured objects, even if i set it up like in the tutorial. so its two questions really.
1. why does the object not fracture with the dop network ?
2. how to do it with rbdbulletsolver ? ( animating active and deforming values ? )
Thanks
-
- Quick Links