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Houdini Lounge » Side Effects Hits 20 years today!
- xcomb
- 74 posts
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Houdini Lounge » Separating RBD groups of objects
- xcomb
- 74 posts
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Hi Jeff!
That one works with Dop Transform, but the thing is i actually wanned to try to export to maya with Audio Motion to chan files, not using object sequence. Is it possible?
That one works with Dop Transform, but the thing is i actually wanned to try to export to maya with Audio Motion to chan files, not using object sequence. Is it possible?
Edited by - June 18, 2007 14:25:30
Houdini Lounge » Separating RBD groups of objects
- xcomb
- 74 posts
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Well here is the situation, i have simple chair, that has around 20 pieces of groups.
I have my chair falls down collapse and breaks apart.
In Motion and Audio i can only see box Position but i cannot extract those groups and save them as chan files, so i only able to extract it's main Position but not the rest of the groups.
I am kinda confused, course if i want to use HighRes geometry with Fetch node, i get only chair falls down and that's all i get, without any fractured pieces as i expected.
What can i do in this situation?
Thanks!
I have my chair falls down collapse and breaks apart.
In Motion and Audio i can only see box Position but i cannot extract those groups and save them as chan files, so i only able to extract it's main Position but not the rest of the groups.
I am kinda confused, course if i want to use HighRes geometry with Fetch node, i get only chair falls down and that's all i get, without any fractured pieces as i expected.
What can i do in this situation?
Thanks!
Houdini Lounge » SetKey Passive Active state
- xcomb
- 74 posts
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Houdini Lounge » SetKey Passive Active state
- xcomb
- 74 posts
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I am struggeling to find the way to set key when object is active or passive, the only option i get is the check box in RBD Glue object, which doesn't let me set key frames on it
I've tryed several methods with Active State and so on, but didn't get luck with them, my geometry still was active.
I've tryed several methods with Active State and so on, but didn't get luck with them, my geometry still was active.
Houdini Lounge » Obj Export to Maya
- xcomb
- 74 posts
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Well finally i got my dynamics done, and time to export, using Rop Output Driver and specifying obj sequence, i am getting an error while trying to import it to maya.
Unfortunatly it does work for simple objects but not for complex ones.
Here is what it states:
pv_performAction “CDocuments and Settings/cg/Desktop/Temp/cache/new.1.obj” “Best Guess”;
file -import -type “OBJ” -ra true -namespace “new” -options “mo=0” -pr -loadReferenceDepth “all” “CDocuments and Settings/cg/Desktop/Temp/cache/new.1.obj”;
// Error: line 0: OBJ file line %d: index out of range for face creation. //
// Error: Error reading file. //
Unfortunatly it does work for simple objects but not for complex ones.
Here is what it states:
pv_performAction “CDocuments and Settings/cg/Desktop/Temp/cache/new.1.obj” “Best Guess”;
file -import -type “OBJ” -ra true -namespace “new” -options “mo=0” -pr -loadReferenceDepth “all” “CDocuments and Settings/cg/Desktop/Temp/cache/new.1.obj”;
// Error: line 0: OBJ file line %d: index out of range for face creation. //
// Error: Error reading file. //
Houdini Lounge » Combining Different Solvers together
- xcomb
- 74 posts
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Hi!
I am thinking of getting several types of solvers to be combined to have relationship between each other, but not quite sure on what to do.
I have cloth solver and rbd solver, but using merge, rbd object doesn't have collision with cloth solver, so not sure on how to combine them together.
Thanks!
I am thinking of getting several types of solvers to be combined to have relationship between each other, but not quite sure on what to do.
I have cloth solver and rbd solver, but using merge, rbd object doesn't have collision with cloth solver, so not sure on how to combine them together.
Thanks!
Houdini Lounge » How to output RBD to be in my Sop Level
- xcomb
- 74 posts
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Houdini Lounge » How to output RBD to be in my Sop Level
- xcomb
- 74 posts
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Hi again
I am trying to find out How to output RBD to be in my Sop Level so not only being able to see in DOP but also in SOP level?
I am trying to find out How to output RBD to be in my Sop Level so not only being able to see in DOP but also in SOP level?
Houdini Lounge » Falloff collision with RBD
- xcomb
- 74 posts
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I was wondering if i can use some sort of spherical effector or collider to push my RBD object with falloff, i am trying to use some RBD fieldforce but not sure where i can set the falloff, so it effects not right away but with falloff distance!
Houdini Lounge » RBD Collision Object
- xcomb
- 74 posts
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Houdini Lounge » RBD Collision Object
- xcomb
- 74 posts
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Hi All!
I am trying to figure out why when i use “Use Animated Geometry” suddently my sphere is not effecting other object when colliding with them!
I have also checked Use Object Transform, course in Sop level i have my sphere scales up with point sop, tryed with trasform node to scale up, but that problem still exists, when i do that in RBD i have no collision happening.
It works only when don't check those check boxes and use regular Velocity.
Could someone explain me why that happens?
Thank you!
I am trying to figure out why when i use “Use Animated Geometry” suddently my sphere is not effecting other object when colliding with them!
I have also checked Use Object Transform, course in Sop level i have my sphere scales up with point sop, tryed with trasform node to scale up, but that problem still exists, when i do that in RBD i have no collision happening.
It works only when don't check those check boxes and use regular Velocity.
Could someone explain me why that happens?
Thank you!
Houdini Lounge » Keep position when parenting....
- xcomb
- 74 posts
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Actually it does play big role, keep position when parenting preserves it's local coordinates, when not using keep position, it supposed to jump over to parent's coordinates.
Houdini Lounge » The wonder of sprites
- xcomb
- 74 posts
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Yes those sprite rendering techniques are good for full shots, but not as for close up shots.
So in many studios, they will prefer to comp the real footage in stead of dealing with sprites or particle generations, otherwise if there is a hard camera movements and can't use real footage, best way to integrate fluid simulation.
I have used fluids for quite a long time, and trust me you can really achive nice results, but fluid simulations is quite time consuming.
There is a saying, for beauty you have to pay!
So in many studios, they will prefer to comp the real footage in stead of dealing with sprites or particle generations, otherwise if there is a hard camera movements and can't use real footage, best way to integrate fluid simulation.
I have used fluids for quite a long time, and trust me you can really achive nice results, but fluid simulations is quite time consuming.
There is a saying, for beauty you have to pay!
Houdini Lounge » Trax Editor
- xcomb
- 74 posts
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Houdini Lounge » Trax Editor
- xcomb
- 74 posts
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Pretty neat!
I do that stuff in MotionBuilder, for triggering animations.
But unfortunatly, i can't transfer my animation stuff from either MB or Maya to Houdini and have automatic joint setup. i am not the type of user to have obj to sequence geometry, seems i miss a lot, when i have no control over particular application.
I know i am picky about it, but that's the life of animators to have everything ready to animate
Cuz i really can make lots of hard stuff in MB, and interactivly use that in Maya with fbx.
I do that stuff in MotionBuilder, for triggering animations.
But unfortunatly, i can't transfer my animation stuff from either MB or Maya to Houdini and have automatic joint setup. i am not the type of user to have obj to sequence geometry, seems i miss a lot, when i have no control over particular application.
I know i am picky about it, but that's the life of animators to have everything ready to animate
Cuz i really can make lots of hard stuff in MB, and interactivly use that in Maya with fbx.
Edited by - April 9, 2007 17:14:32
Houdini Lounge » Trax Editor
- xcomb
- 74 posts
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Very sad, i love maya's trax editor, i thought i could find it in Houdini, but i will take a look at Chops, thanks!
Houdini Lounge » Trax Editor
- xcomb
- 74 posts
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Houdini Lounge » xhelp
- xcomb
- 74 posts
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Houdini Lounge » xhelp
- xcomb
- 74 posts
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i just want to query some help with xhelp command to get dopoption parameters, i know i can go look through web browser help, but still that's easy and faster in texpad editor
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