hi draetsch
i myself am just learning particles so hopefully there may be a better way.
but you could
*simulate a sphere with the springSOP, keep the sphere a primitive
*create a nullOBJECT and use the point() to extract the t parameters onto your null
*go into CHOPs and use a fetchCHOP and grab the nulls t* channels
*then export these to another sphere, the one you will actually use for the particles collision
*in POPs use this second sphere as you collision object
i tried this and it worked for me.
try locking the fetchCHOP to ‘bake’ the results
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Houdini Lounge » particle collision
- betty
- 51 posts
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Houdini Lounge » New videos...great!!...but some problems
- betty
- 51 posts
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i had the same problem, with the same character tutorials. i was using the real player files.
Technical Discussion » channel editor crashes
- betty
- 51 posts
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yeah sorry, i'm running windows2000 with a geforce2mx which has the softquadro treatment. but like i said, i've never had this problem with prior builds….strange.
b
b
Technical Discussion » channel editor crashes
- betty
- 51 posts
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with apprentice master 5.5.208 i seem to have crashes on a regular basis when using the channel editor while in the object state and doing character/bones animation. i've never experienced this problem before in the prior builds, so just wondering if anybody has had the same problem.
betty
betty
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
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edward
yeah i suppose it is two in one. actually this is the thing that i find one has to do at times, two ops instead of one.
i recall a recent poster, ( it may have been on the mail list ), about dissolving an edge and having a left over point which only shared two edges to be blasted within the one op. he had to ‘dissolve’ the edge and then ‘blast’ point/s which were left over from the dissolved edge. it would be nice if one did dissolve an edge and for any points left over from this operation which only shared two edges to go as well.
also bridging polys, one has to ‘blast’, ‘polyknit’ and then ‘polycap’ when it all could be done with a ‘polybridge’..( if it existed, …maybe v6 ).
now i did try the suggestion of changing the “consolidate points” to ‘per face’ in the polyextrudeSOP but it didn't work, half the sides of the extruded polys vanished…..mmmmmmm….i'll keep experimenting. but even if it did work again it is the one in two scenario. and i guess this is my point, that some cleaning up needs to be done with the poly tools.
b
yeah i suppose it is two in one. actually this is the thing that i find one has to do at times, two ops instead of one.
i recall a recent poster, ( it may have been on the mail list ), about dissolving an edge and having a left over point which only shared two edges to be blasted within the one op. he had to ‘dissolve’ the edge and then ‘blast’ point/s which were left over from the dissolved edge. it would be nice if one did dissolve an edge and for any points left over from this operation which only shared two edges to go as well.
also bridging polys, one has to ‘blast’, ‘polyknit’ and then ‘polycap’ when it all could be done with a ‘polybridge’..( if it existed, …maybe v6 ).
now i did try the suggestion of changing the “consolidate points” to ‘per face’ in the polyextrudeSOP but it didn't work, half the sides of the extruded polys vanished…..mmmmmmm….i'll keep experimenting. but even if it did work again it is the one in two scenario. and i guess this is my point, that some cleaning up needs to be done with the poly tools.
b
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
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edward
sorry i only described the peak xform on the pyramid, the peak extrusion was also performed with the same result but of course with the extrusion. basically the four sides still end up in the same position with each poly face still aligned perpendicular to original normal direction. pyramid ends up looking like a sharp end of a spear ….( a very basic looking one of course )….
imagine the xform position of the pyramid but with the base having been bridged from its original position….i hope you get me!
also the other thing is this. when trying to do this with the addition of the editSOP i ran into a problem.
* i would choose the sides to extrude.
*hit polyextrudeSOP
*but then not xform them in any way.
*then i would choose an editSOP so could get to the peak handle.
*now my polys from my previous polyextrude operation are still highlighted so i don't need to select again. so i RMB to end selection. i then choose peak.
*now when i xform with the peak, i would expect the extruded polys to move out, but they come out stuck to neighbouring polys. as if no extrude had occured or i had selected these polys along with their sides.
*it doesn't make much sense to me….
prophet
the LMB selections in editSOP are quite good, ( maybe i made it sound worse than what it is, because it's not bad at all ), i just think they could be better.
if you are refering to the brush picking tool, that doesn't seem as practical as the LMB in box picking to me. for instance i can't simply LMB on a point and have it move instantly like i can with box picking or lasso picking.
i'm glad you just made another great discovery in SOPs, …softxform…a nice one!! enjoy!
b
sorry i only described the peak xform on the pyramid, the peak extrusion was also performed with the same result but of course with the extrusion. basically the four sides still end up in the same position with each poly face still aligned perpendicular to original normal direction. pyramid ends up looking like a sharp end of a spear ….( a very basic looking one of course )….
imagine the xform position of the pyramid but with the base having been bridged from its original position….i hope you get me!
also the other thing is this. when trying to do this with the addition of the editSOP i ran into a problem.
* i would choose the sides to extrude.
*hit polyextrudeSOP
*but then not xform them in any way.
*then i would choose an editSOP so could get to the peak handle.
*now my polys from my previous polyextrude operation are still highlighted so i don't need to select again. so i RMB to end selection. i then choose peak.
*now when i xform with the peak, i would expect the extruded polys to move out, but they come out stuck to neighbouring polys. as if no extrude had occured or i had selected these polys along with their sides.
*it doesn't make much sense to me….
prophet
the LMB selections in editSOP are quite good, ( maybe i made it sound worse than what it is, because it's not bad at all ), i just think they could be better.
if you are refering to the brush picking tool, that doesn't seem as practical as the LMB in box picking to me. for instance i can't simply LMB on a point and have it move instantly like i can with box picking or lasso picking.
i'm glad you just made another great discovery in SOPs, …softxform…a nice one!! enjoy!
b
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
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oh yeah i almost forgot!!
regarding the selection tools…now wouldn't it be nice if we had some area limit thing where the point, edge, primitive etc, would just highlight when you are within a certain proximity? at the moment you have to be precise with your selection which slows you down.
this is most noticeable when choosing points. when in the editSOP i like to rough my model into shape…quickly. so i pick points with the LMB which enables me to directly move them which is great, but at times have to concentrate on the point to get it. i just want to see the point and just aim my cursor there and i've got it. not having to worry about missing it and going back and making sure my cursor is directly over the point….it's a pain!!
actually it aint too bad but it could be better.
regarding the selection tools…now wouldn't it be nice if we had some area limit thing where the point, edge, primitive etc, would just highlight when you are within a certain proximity? at the moment you have to be precise with your selection which slows you down.
this is most noticeable when choosing points. when in the editSOP i like to rough my model into shape…quickly. so i pick points with the LMB which enables me to directly move them which is great, but at times have to concentrate on the point to get it. i just want to see the point and just aim my cursor there and i've got it. not having to worry about missing it and going back and making sure my cursor is directly over the point….it's a pain!!
actually it aint too bad but it could be better.
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
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edward
re; the pyramid and “peaking” the four sides. well i just did this with another toolset. each side basically scaled up in size while the pyramid predominantly scaled upwards. the base left the ground and scaled out in x and z. the top point kept its original xz co-ordinates but moved up in y.
and all sides kept their faces perpendicular to the normal from the original state.
this is really useful when modeling things like the human body, and i expect any other organic subject. it really comes in to be very handy. try the box example with the editSOP i gave above to see what would happen with a peak polyextrude. that is actually quite simple because anything harder than that i simply don't know how to do with the editSOP.
it's actually best to see it in action rather than me trying to explain it….
prophet
have you toyed with magnetSOP much? it does some really cool things that i have seen in demo files, but i haven't really had a good play with it. again this could be made easier to use. not that it is hard to use, but it could be much easier. i instead use the softpeak and turn off the “translate along lead normal”.
to take care of rotations, scales etc, i use softxformSOP. these two combined is what “i” know as magnets ( what i mean is this is what i'm use to from previous app ), but the one thing that would be great is this - when doing a softxform and i detach the pivot handle i will pick two points as my orientation axis, which is cool….but i would like the option of my pivot snapping to this axis and keeping the orientation as well.
little things like this make a huge difference,
i hope i am wrong about this, if so please let me know
i really have to investigate this magnetSOP …..
my favourite thing so far is the ability to go back up the chain and rework the sculpture…too damn cool!!! and very handy!!
take care
betty
re; the pyramid and “peaking” the four sides. well i just did this with another toolset. each side basically scaled up in size while the pyramid predominantly scaled upwards. the base left the ground and scaled out in x and z. the top point kept its original xz co-ordinates but moved up in y.
and all sides kept their faces perpendicular to the normal from the original state.
this is really useful when modeling things like the human body, and i expect any other organic subject. it really comes in to be very handy. try the box example with the editSOP i gave above to see what would happen with a peak polyextrude. that is actually quite simple because anything harder than that i simply don't know how to do with the editSOP.
it's actually best to see it in action rather than me trying to explain it….
prophet
have you toyed with magnetSOP much? it does some really cool things that i have seen in demo files, but i haven't really had a good play with it. again this could be made easier to use. not that it is hard to use, but it could be much easier. i instead use the softpeak and turn off the “translate along lead normal”.
to take care of rotations, scales etc, i use softxformSOP. these two combined is what “i” know as magnets ( what i mean is this is what i'm use to from previous app ), but the one thing that would be great is this - when doing a softxform and i detach the pivot handle i will pick two points as my orientation axis, which is cool….but i would like the option of my pivot snapping to this axis and keeping the orientation as well.
little things like this make a huge difference,
i hope i am wrong about this, if so please let me know
i really have to investigate this magnetSOP …..
my favourite thing so far is the ability to go back up the chain and rework the sculpture…too damn cool!!! and very handy!!
take care
betty
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
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edward
yeah,
that's what i was saying all along, peak selection for global xform ( sorry i was calling global “world” ) in the polyextrudeSOP
how do you do this???
and re: the editSOP what do you think of the suggestion that the poly faces maintain their original orientaion when translated in peak selection??
yeah,
that's what i was saying all along, peak selection for global xform ( sorry i was calling global “world” ) in the polyextrudeSOP
how do you do this???
and re: the editSOP what do you think of the suggestion that the poly faces maintain their original orientaion when translated in peak selection??
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
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hi Prophet
that's the way i model as well and use the bevel from the word go as i find it incredibly useful for so many things. these things may be basic and still achievable in houdini but they get done much slower.
you also mentioned edgeloops, well this is another thing that's missing edgeloop and edgering selection, (….not to mention shrink selection + a whole lot more..).
i actually think the poly tools have a long way to go, and i agree it's the houdini workflow that saves it and puts it ahead of most other poly tools.
i hope they clean this up for v6…..!!!
that's the way i model as well and use the bevel from the word go as i find it incredibly useful for so many things. these things may be basic and still achievable in houdini but they get done much slower.
you also mentioned edgeloops, well this is another thing that's missing edgeloop and edgering selection, (….not to mention shrink selection + a whole lot more..).
i actually think the poly tools have a long way to go, and i agree it's the houdini workflow that saves it and puts it ahead of most other poly tools.
i hope they clean this up for v6…..!!!
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
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ok i'll try and keep it simple as i think my post is misundestood or i simply can't do this.
forget the editSOP, i don't want to use this….i only mentioned it because it has a peak option for xforms.
now getting back to the polyextrudeSOP, where is the peak…so each face xforms according to its own normal while all faces are merged ( ie, world xform )
btw, the faces in editSOP don't really xform to their normal, some type of average is calculated or something because they lose their original orientation.
i hope this is clear?!
forget the editSOP, i don't want to use this….i only mentioned it because it has a peak option for xforms.
now getting back to the polyextrudeSOP, where is the peak…so each face xforms according to its own normal while all faces are merged ( ie, world xform )
btw, the faces in editSOP don't really xform to their normal, some type of average is calculated or something because they lose their original orientation.
i hope this is clear?!
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
- Offline
edward n david,
i can't seem to find this peak handle.
if i have a box and select three sides which are connected and choose the world option for transformations, i don't seem to be able to transform them by their individual face normals.
can you let me know where this option is as i cannot find it, but i do notice it there in the editSOP for instance. but even then it seems to act weird.
say i pick the top and right side faces and do an edit. i then choose peak for my transform, when i move them in and out. i notice that the faces no longer maintain their original perpendicular orientation to the peak handle.
i am not saying it shouldn't do this, ( well maybe i am ) but i guess i don't expect it to behave this way. i would expect it to maintain it's orientation and just move in the direction of its normal
does this make any sense.
an example of what i am looking for in peak polyextrude in world xform -
*put down a box
*then select the polys that are associated with the closest top right hand point.
*now toggle into world transform
*set translate xyz to 0.1
*set scale xyz to 1.2
see how it is still an equal sided box, this is what i would expect a peak transform to do for me. i simply can't find it, so if you may let know where it is i would be most grateful. at the moment a can only find one handle and it doesn't do what i just described above.
thanks.
b
i can't seem to find this peak handle.
if i have a box and select three sides which are connected and choose the world option for transformations, i don't seem to be able to transform them by their individual face normals.
can you let me know where this option is as i cannot find it, but i do notice it there in the editSOP for instance. but even then it seems to act weird.
say i pick the top and right side faces and do an edit. i then choose peak for my transform, when i move them in and out. i notice that the faces no longer maintain their original perpendicular orientation to the peak handle.
i am not saying it shouldn't do this, ( well maybe i am ) but i guess i don't expect it to behave this way. i would expect it to maintain it's orientation and just move in the direction of its normal
does this make any sense.
an example of what i am looking for in peak polyextrude in world xform -
*put down a box
*then select the polys that are associated with the closest top right hand point.
*now toggle into world transform
*set translate xyz to 0.1
*set scale xyz to 1.2
see how it is still an equal sided box, this is what i would expect a peak transform to do for me. i simply can't find it, so if you may let know where it is i would be most grateful. at the moment a can only find one handle and it doesn't do what i just described above.
thanks.
b
Technical Discussion » Well, I think I got the handle on Polygon.sub-d SOPs!
- betty
- 51 posts
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hey david
you really seem to have picked up houdini really quickly and using it in production already, good stuff!!
also good to hear you are having such success with the poly tools.
and yes a bevelSOP is very much missed!! i am wishing it will appear in ESCAPE…, since that it taking so long to come along, and i did hear that some extra goodies are to be appear for it.
also what i wouldn't mind seeing -
a toggle for transform/peak to be an option for world translations of polyExtrude, again very much missed.
you really seem to have picked up houdini really quickly and using it in production already, good stuff!!
also good to hear you are having such success with the poly tools.
and yes a bevelSOP is very much missed!! i am wishing it will appear in ESCAPE…, since that it taking so long to come along, and i did hear that some extra goodies are to be appear for it.
also what i wouldn't mind seeing -
a toggle for transform/peak to be an option for world translations of polyExtrude, again very much missed.
Technical Discussion » possibility of osX port?
- betty
- 51 posts
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Technical Discussion » OP Index Number
- betty
- 51 posts
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Technical Discussion » OP Index Number
- betty
- 51 posts
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Technical Discussion » OP Index Number
- betty
- 51 posts
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hey county
i also didn't really know what you meant.
i believe the index # is for a specified attribute. in this eg it is the point. as you see in the sop_pins you are going from the ‘initial_position’ to the ‘target_position’. in the initial position you will see the attribute specified, in this case the “point position” with the abbreviated form listed next to it in the menu selection - “P”.
i hope this sheds some light. like yourself i am making my way through the pintable which is just amazing.
betty
i also didn't really know what you meant.
i believe the index # is for a specified attribute. in this eg it is the point. as you see in the sop_pins you are going from the ‘initial_position’ to the ‘target_position’. in the initial position you will see the attribute specified, in this case the “point position” with the abbreviated form listed next to it in the menu selection - “P”.
i hope this sheds some light. like yourself i am making my way through the pintable which is just amazing.
betty
Technical Discussion » realistic camera motion
- betty
- 51 posts
- Offline
hi dshane20
try going to CHOPs and grab yourself a noiseCHOP, you can combine with many others to get different results.
to export either go to the ‘channels’ tab and specify what channel you are manipulating and then in the ‘common’ you'll see “export prefix”..here just choose which camera you want to effect.
or you can add an exportCHOP at the end of your setup.
hope this gets you going in the right direction
betty
try going to CHOPs and grab yourself a noiseCHOP, you can combine with many others to get different results.
to export either go to the ‘channels’ tab and specify what channel you are manipulating and then in the ‘common’ you'll see “export prefix”..here just choose which camera you want to effect.
or you can add an exportCHOP at the end of your setup.
hope this gets you going in the right direction
betty
Technical Discussion » angblend
- betty
- 51 posts
- Offline
hey all
i am trying to work out the boat hip file in the CHOPs section of the hip files. the boat seems to flip all over the place and i've noticed in the expressionCHOP in the CHOPs “motion” network that it uses angblend but when i use exhelp to look this up i can't seem to find it. i'm wondering if this is the problem.
any help?
i've also noted when trying to put angblend into another expressionCHOP i've had an error message coming back about not being able to read the function or something, sorry..i should have written this down.
i'll try and duplicate tha problem and get back to ya
thanks
betty
i am trying to work out the boat hip file in the CHOPs section of the hip files. the boat seems to flip all over the place and i've noticed in the expressionCHOP in the CHOPs “motion” network that it uses angblend but when i use exhelp to look this up i can't seem to find it. i'm wondering if this is the problem.
any help?
i've also noted when trying to put angblend into another expressionCHOP i've had an error message coming back about not being able to read the function or something, sorry..i should have written this down.
i'll try and duplicate tha problem and get back to ya
thanks
betty
Technical Discussion » pin table
- betty
- 51 posts
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hey county
oh yeah i see what you mean now with the print “module”. i believe they are called “operators” ops for short. VOPs as in vex opetators, etc.
i didn't know what you were talking about as that isn't one of the operators used in the pin table file and i am very new to VOPs so i haven't looked at 90% of them.
now regarding the “overshoot spline”, it does make sense what you say with inputs and i was looking for a “visual” presentation of the keying. but it's the one thing i can't seem to get going so i thought i have to key it in somewhere….i'll work it out somehow. still have to experiment more.
i also have other problems to work out…….
thanks heaps for your replies..you really are getting the hang of it by the sounds of things…keep it rolling
oh yeah i see what you mean now with the print “module”. i believe they are called “operators” ops for short. VOPs as in vex opetators, etc.
i didn't know what you were talking about as that isn't one of the operators used in the pin table file and i am very new to VOPs so i haven't looked at 90% of them.
now regarding the “overshoot spline”, it does make sense what you say with inputs and i was looking for a “visual” presentation of the keying. but it's the one thing i can't seem to get going so i thought i have to key it in somewhere….i'll work it out somehow. still have to experiment more.
i also have other problems to work out…….
thanks heaps for your replies..you really are getting the hang of it by the sounds of things…keep it rolling
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