Hello All,
I am folowing an older tutorial on creating basic smoke, which I got a problem finding the Source Apply node.
So I am actually looking for tabs for SDF, noise, vortex confinement…etc., and I can't find anything in SOPs so I wonder if you know where I should take a look? Or another workflow in v12? And maybe I should not continue follow along on that tutorial anymore? D
Thanks!
Sincerely,
David
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Houdini Indie and Apprentice » Looking for Source Apply node for creating smoke
- davidave
- 55 posts
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Houdini Indie and Apprentice » How to constrain the rotation of a parented object?
- davidave
- 55 posts
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Houdini Indie and Apprentice » How to constrain the rotation of a parented object?
- davidave
- 55 posts
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Hello Everyone
I would like to know how you would really lock or constrain the rotation of a parented object so no matter how the parent rotates the children itself would remain 0 rotation locally? Anyone suggestion would be great, thanks!
Sincerely,
David
I would like to know how you would really lock or constrain the rotation of a parented object so no matter how the parent rotates the children itself would remain 0 rotation locally? Anyone suggestion would be great, thanks!
Sincerely,
David
Houdini Indie and Apprentice » Basic rigging question, how to constraint "joints"
- davidave
- 55 posts
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Hi, RudiNieuwenhuis and All
I have a further question following up to your demo. Basically, I have a main big bone chain and a sub small bone chain. I made the small chain to be a children of the big chain and want to make them work kind of in conjunction with each other.
What I am trying to do is to have the root of the small chain to be on the start bone of the big chain as well as the end bone null of the small chain to be on the end bone of the big chain….or as what I have in the attached file. Sorry for the confusion…
I have tried different digits and I still can't make anywhere near to precise. Could you suggest me any way you would do to achieve this? Thanks!
Sincerely,
David
Edit I eventually build an Inverse Kinematics chain instead as in the re-uploaded file. Please still let me know if you guys have more efficient and precise ways, thanks!
I have a further question following up to your demo. Basically, I have a main big bone chain and a sub small bone chain. I made the small chain to be a children of the big chain and want to make them work kind of in conjunction with each other.
What I am trying to do is to have the root of the small chain to be on the start bone of the big chain as well as the end bone null of the small chain to be on the end bone of the big chain….or as what I have in the attached file. Sorry for the confusion…
I have tried different digits and I still can't make anywhere near to precise. Could you suggest me any way you would do to achieve this? Thanks!
Sincerely,
David
Edit I eventually build an Inverse Kinematics chain instead as in the re-uploaded file. Please still let me know if you guys have more efficient and precise ways, thanks!
Houdini Indie and Apprentice » Basic rigging question, how to constraint "joints"
- davidave
- 55 posts
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Thanks, RudiNieuwenhuis!
Your reply and file helped me to understand this a lot! I am inspired and am going for further experiment and learning on mechanical rigging. Thanks again!
Sincerely,
David
Your reply and file helped me to understand this a lot! I am inspired and am going for further experiment and learning on mechanical rigging. Thanks again!
Sincerely,
David
Houdini Indie and Apprentice » Basic rigging question, how to constraint "joints"
- davidave
- 55 posts
- Offline
Hello All,
Got a question on basic rigging. I am trying to create a expanding fence like in the image I have attached.
Now, I have a couple bones laying out as zigzag at the moment but I can't constraint the bones so either tips (joints) would stay the same Y height nor within certain Y value when dragging the goal_null to simulate the fence expansion. I have playing around with look up, but I guess that's not what I really need.
Any suggestion would be great! Thanks in advance, guys!
Sincerely,
David
Got a question on basic rigging. I am trying to create a expanding fence like in the image I have attached.
Now, I have a couple bones laying out as zigzag at the moment but I can't constraint the bones so either tips (joints) would stay the same Y height nor within certain Y value when dragging the goal_null to simulate the fence expansion. I have playing around with look up, but I guess that's not what I really need.
Any suggestion would be great! Thanks in advance, guys!
Sincerely,
David
Houdini Indie and Apprentice » How to animate a RBD ball flying and hiting the ground?
- davidave
- 55 posts
- Offline
Thanks a lot, Jeff!
Playing around with those parameters all add so much more realism as well as “craziness” to the ball now, haha.
Playing around with those parameters all add so much more realism as well as “craziness” to the ball now, haha.
Technical Discussion » Source Apply node missing?
- davidave
- 55 posts
- Offline
Hi, vakwante & jlait
I am having the same problem finding the Source Apply node. I understand that the node has been hidden and the workflow has been improved for better efficiency, which makes total sense to me.
So I am actually looking for are tabs for SDF, noise, vortex confinement…etc., and I can't find anything in SOPs so I wonder if you know where I should take a look?
I have attached a simple scene for your reference. What I am learning is to create basic smoke at the moment.
Thanks!
Sincerely,
David
I am having the same problem finding the Source Apply node. I understand that the node has been hidden and the workflow has been improved for better efficiency, which makes total sense to me.
So I am actually looking for are tabs for SDF, noise, vortex confinement…etc., and I can't find anything in SOPs so I wonder if you know where I should take a look?
I have attached a simple scene for your reference. What I am learning is to create basic smoke at the moment.
Thanks!
Sincerely,
David
Houdini Indie and Apprentice » Workflow question, how would you import robotic models?
- davidave
- 55 posts
- Offline
Thanks a lot, circusmonkey and phrenzy84!
I have a feeling that there is something we can add to set up an integer slider inside Edit Parameter Interface Window. But still don't know how to link them to work. Or maybe I am wrong, haha.
For now, I will have what you guys suggested to save model files in version numbers and just change digit as I go.
Learning a lot from you guys! Thanks!
Sincerely,
David
I have a feeling that there is something we can add to set up an integer slider inside Edit Parameter Interface Window. But still don't know how to link them to work. Or maybe I am wrong, haha.
For now, I will have what you guys suggested to save model files in version numbers and just change digit as I go.
Learning a lot from you guys! Thanks!
Sincerely,
David
Houdini Indie and Apprentice » Workflow question, how would you import robotic models?
- davidave
- 55 posts
- Offline
I am not sure how to customize it inside File node yet but totally understand the idea of it, I will look into it.
That would be really efficient and also “procedural,” isn't it?
Thanks again, Rob!
That would be really efficient and also “procedural,” isn't it?
Thanks again, Rob!
Houdini Indie and Apprentice » Workflow question, how would you import robotic models?
- davidave
- 55 posts
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Thanks for confirming with me, Rob!
Question about the scene structure. By saying “move a slider and version up,” do you mean everything including exporting the new OBJ file, replacing, and then letting Houdini to reloaded…etc.?
I really would like to learn if there is any efficient way of doing any task in Houdini so please share with me if there is any. The slider way really sounds nice. D
Thanks,
David
Question about the scene structure. By saying “move a slider and version up,” do you mean everything including exporting the new OBJ file, replacing, and then letting Houdini to reloaded…etc.?
I really would like to learn if there is any efficient way of doing any task in Houdini so please share with me if there is any. The slider way really sounds nice. D
Thanks,
David
Houdini Indie and Apprentice » Workflow question, how would you import robotic models?
- davidave
- 55 posts
- Offline
Hello All,
How would you import robotic models for animating in Houdini?
In my case, I have a simple robot model from Maya. What I have done was to separate each moving part into their own groups and export them each into different OBJ files, like head.obj, L_upper_arm.obj, R_lower_arm.obj…etc.. Once I imported all, I adjusted the pivots for each of the parts and start animating from there.
For me, I really thought that I should have all the parts inside Geometry level and animate there but I just can't find a way to do from importing menu. Of course, I could cut and paste all of the file nodes into one single Geo node and merge them together and animate inside Geometry level. But does that make sense for animating robotic models?
Do you animate them in Scene level or Geometry level? What would you do differently?
Sincerely,
David
How would you import robotic models for animating in Houdini?
In my case, I have a simple robot model from Maya. What I have done was to separate each moving part into their own groups and export them each into different OBJ files, like head.obj, L_upper_arm.obj, R_lower_arm.obj…etc.. Once I imported all, I adjusted the pivots for each of the parts and start animating from there.
For me, I really thought that I should have all the parts inside Geometry level and animate there but I just can't find a way to do from importing menu. Of course, I could cut and paste all of the file nodes into one single Geo node and merge them together and animate inside Geometry level. But does that make sense for animating robotic models?
Do you animate them in Scene level or Geometry level? What would you do differently?
Sincerely,
David
Houdini Indie and Apprentice » How to add a random speed to $F?
- davidave
- 55 posts
- Offline
Thanks, Erik! A lot of effects to choose from and combine together with.
Sincerely,
David
Sincerely,
David
Houdini Indie and Apprentice » How do I import a building model for RBD simulation?
- davidave
- 55 posts
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The model is a steel tower created in Maya. Now, I would like to import the model into Houdini to practice on RBD. My question is how should I import the model so Houdini would see the it as “pieces” for later simulation?
One extended question… Once I imported it in, do I make every piece (screws and small pieces) each a RDB body for making a collapse simulation work?
In stead of fracturing, I am thinking like around 010-013 in this Houdini 12 Overview video http//www.youtube.com/watch?v=zgDTYW1WXYM
Steel should bend when taking impact….but I thinks it will my later quest using cloth maybe?
Sincerely,
David
One extended question… Once I imported it in, do I make every piece (screws and small pieces) each a RDB body for making a collapse simulation work?
In stead of fracturing, I am thinking like around 010-013 in this Houdini 12 Overview video http//www.youtube.com/watch?v=zgDTYW1WXYM
Steel should bend when taking impact….but I thinks it will my later quest using cloth maybe?
Sincerely,
David
Houdini Indie and Apprentice » How to add a random speed to $F?
- davidave
- 55 posts
- Offline
Hello All,
I am having an object that is rotating in $F speed along Y axis. Now, I would like to have it not only rotate $F but also random speed (speed up a little or slow down and almost stop…etc.). Based on my very tiny expression knowledge, I think this is achievable in expression or really need to do it in other ways?
I tried to multiply or add an rand() value to $F but nothing happens….hahaha, feeling stupid to experimenting like this. oops
Thanks for your help,
David
I am having an object that is rotating in $F speed along Y axis. Now, I would like to have it not only rotate $F but also random speed (speed up a little or slow down and almost stop…etc.). Based on my very tiny expression knowledge, I think this is achievable in expression or really need to do it in other ways?
I tried to multiply or add an rand() value to $F but nothing happens….hahaha, feeling stupid to experimenting like this. oops
Thanks for your help,
David
Houdini Indie and Apprentice » How to animate a RBD ball flying and hiting the ground?
- davidave
- 55 posts
- Offline
That doesn't help just little, James! Thanks a lot for the tip. Now I get to discover further.
Question. Do I get to control the weight and “material” of the ball? Like ping pong ball weight to heavy metal ball? Glass ball to mud ball?
Question. Do I get to control the weight and “material” of the ball? Like ping pong ball weight to heavy metal ball? Glass ball to mud ball?
Houdini Indie and Apprentice » How to animate a RBD ball flying and hiting the ground?
- davidave
- 55 posts
- Offline
Hello All,
I am learning rigid body dynamics at the moment and I would like to know how to create a heavy ball flying and hit the ground and broken up into pieces.
I am trying out with rigid body tools but not sure how to make the sphere fly like a ice cube or ball along a parabolic curve and fractured and slide or roll after hitting the ground.
Attached is a easy setup a RBD ground plane and a RBD sphere (breakable) and a tube as a canon to shoot the ball out
Now, I have the ball animated but once I hit play, the ball would start fracturing. I am thinking…..to disable the simulation first and then re-enable it when touching the ground but I don't know how.
Any suggestion for me to further experimenting would be great, thanks!
Sincerely,
David
I am learning rigid body dynamics at the moment and I would like to know how to create a heavy ball flying and hit the ground and broken up into pieces.
I am trying out with rigid body tools but not sure how to make the sphere fly like a ice cube or ball along a parabolic curve and fractured and slide or roll after hitting the ground.
Attached is a easy setup a RBD ground plane and a RBD sphere (breakable) and a tube as a canon to shoot the ball out
Now, I have the ball animated but once I hit play, the ball would start fracturing. I am thinking…..to disable the simulation first and then re-enable it when touching the ground but I don't know how.
Any suggestion for me to further experimenting would be great, thanks!
Sincerely,
David
Houdini Lounge » Making a copy of the imported Illustrator path/primitive?
- davidave
- 55 posts
- Offline
Great help, Rob!
I am still studying your node tree on subdividing shape into polygons but would like to come up here and say thank you first!
Sincerely,
David
I am still studying your node tree on subdividing shape into polygons but would like to come up here and say thank you first!
Sincerely,
David
Houdini Lounge » Making a copy of the imported Illustrator path/primitive?
- davidave
- 55 posts
- Offline
Houdini Lounge » Making a copy of the imported Illustrator path/primitive?
- davidave
- 55 posts
- Offline
Hi, Rob
Thanks for helping out. I have attached a sample scene of a leave. The leave shape was created in Illustrator and I have imported the EPS file into Houdini as a file node.
It is a big primitive at the moment. What I am trying to do is do copy and extract the primitive to be a solo object node which I can maybe subdivide it into polygons and extrude here and there or push and pull the points around even without the Ai file.
David
Thanks for helping out. I have attached a sample scene of a leave. The leave shape was created in Illustrator and I have imported the EPS file into Houdini as a file node.
It is a big primitive at the moment. What I am trying to do is do copy and extract the primitive to be a solo object node which I can maybe subdivide it into polygons and extrude here and there or push and pull the points around even without the Ai file.
David
Edited by - April 11, 2012 00:56:37
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