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Technical Discussion » Expression problem vector/angle
- mickyblue
- 217 posts
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Technical Discussion » Expression problem vector/angle
- mickyblue
- 217 posts
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hi
need a the angle between to bones.
tried this…
vangle(vrorigin(“”,“../chain_bone1),vrorigin(”“,”../chain_bone2))
thanks
need a the angle between to bones.
tried this…
vangle(vrorigin(“”,“../chain_bone1),vrorigin(”“,”../chain_bone2))
thanks
Technical Discussion » getting objs appart from each other / penetration problem
- mickyblue
- 217 posts
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Technical Discussion » getting objs appart from each other / penetration problem
- mickyblue
- 217 posts
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Hi there,
I once used a methode with dops to get many objects slightly apart from each other. Cant find it anymore. any hints!?
thanks!
I once used a methode with dops to get many objects slightly apart from each other. Cant find it anymore. any hints!?
thanks!
Technical Discussion » Non flipping knee IK
- mickyblue
- 217 posts
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Thanks Jeff!
Is exactly what I was looking for! I know there are a lot of ways to solve this one. And yes the Animators should not be left out. But I heard a lot of good things about this Book, so I try to mimic the production oriented approach and naming conventions, as close as possible.
Is exactly what I was looking for! I know there are a lot of ways to solve this one. And yes the Animators should not be left out. But I heard a lot of good things about this Book, so I try to mimic the production oriented approach and naming conventions, as close as possible.
Technical Discussion » Non flipping knee IK
- mickyblue
- 217 posts
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Technical Discussion » Non flipping knee IK
- mickyblue
- 217 posts
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http://www.scribd.com/doc/35580059/Art-of-Rigging-Vol-I-Book-CG-Toolkit [scribd.com]
The setup starts on page 17 of the book. Thanks for the support!
The setup starts on page 17 of the book. Thanks for the support!
Technical Discussion » Non flipping knee IK
- mickyblue
- 217 posts
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Thanks Tomas,
I looked for a little advanced setup. No flipping knee in more then one direction.
something like this… dont no by now if this is as robust as the maya leg!
I looked for a little advanced setup. No flipping knee in more then one direction.
something like this… dont no by now if this is as robust as the maya leg!
Technical Discussion » Non flipping knee IK
- mickyblue
- 217 posts
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Hi,
I try to build a non flipping knee Ik leg based on a maya tutorial.
Its seem to be somehow different to find the right way to convert the joint workflow to bones. Are there any tips or hints out there?
Thanks
I try to build a non flipping knee Ik leg based on a maya tutorial.
Its seem to be somehow different to find the right way to convert the joint workflow to bones. Are there any tips or hints out there?
Thanks
Houdini Lounge » Houdini 13 Wishlist.
- mickyblue
- 217 posts
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Technical Discussion » \\ many keyframes slow down houdini
- mickyblue
- 217 posts
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hi,
This happens while character animation.
After changing 300 Constant channels to linear I got some real bad playback problems (3.5 FPS just the animated mesh)…
I didn't use any fancy stuff. Not even Ik, no curves at all but a few blend objs.
Is there anything I can do to make it a little faster? cause now there is no way to go further with this performance.
(I work with a Nividia Quadro 2000D)
Thanks!
This happens while character animation.
After changing 300 Constant channels to linear I got some real bad playback problems (3.5 FPS just the animated mesh)…
I didn't use any fancy stuff. Not even Ik, no curves at all but a few blend objs.
Is there anything I can do to make it a little faster? cause now there is no way to go further with this performance.
(I work with a Nividia Quadro 2000D)
Thanks!
Technical Discussion » CHOP// cooking error of highpoly geo
- mickyblue
- 217 posts
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Technical Discussion » Rigging// parent switching solution
- mickyblue
- 217 posts
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Technical Discussion » CHOP// cooking error of highpoly geo
- mickyblue
- 217 posts
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Technical Discussion » CHOP// cooking error of highpoly geo
- mickyblue
- 217 posts
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Technical Discussion » CHOP// cooking error of highpoly geo
- mickyblue
- 217 posts
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Enclosed is a test file.
The idea is to let them freeze one by one as soon as they fall.
Thanks!
The idea is to let them freeze one by one as soon as they fall.
Thanks!
Technical Discussion » CHOP// cooking error of highpoly geo
- mickyblue
- 217 posts
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Well I know that chops are expensive… And I tryed the Auto freeze dop, but didn't know how to adjust it the way it should work.
How can I adjust it that only those pieces are freezed that are falling?
The gravity activation is based on an active value dop with an point expression that use a Cd attribute from sops.
thanks!
How can I adjust it that only those pieces are freezed that are falling?
The gravity activation is based on an active value dop with an point expression that use a Cd attribute from sops.
thanks!
Technical Discussion » CHOP// cooking error of highpoly geo
- mickyblue
- 217 posts
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Thanks for your support rafaels,
Well my geo has 100K and that seem to be an issue… Don't know maybe something inside the houdini preference cloud be optimised, cause there seems to be more than enough memory left.
Maybe the whloe approche is not ideal…
What a actually need is a solution to freeze the defomation of pieces(RBD Fractured object) as soon as the break apart. This sould ensure that they don't move on their own while lying on the ground…
The lag or the hold chop seemed to be a valid way to go. But it would be great get some better solutions!
Well my geo has 100K and that seem to be an issue… Don't know maybe something inside the houdini preference cloud be optimised, cause there seems to be more than enough memory left.
Maybe the whloe approche is not ideal…
What a actually need is a solution to freeze the defomation of pieces(RBD Fractured object) as soon as the break apart. This sould ensure that they don't move on their own while lying on the ground…
The lag or the hold chop seemed to be a valid way to go. But it would be great get some better solutions!
Technical Discussion » DOPS// activate gravity based on "cd"
- mickyblue
- 217 posts
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How can I use the same point expression to turn off "Use deforming Geometry!?
Or what would be the approach?
Thanks!
Or what would be the approach?
Thanks!
Technical Discussion » CHOP// cooking error of highpoly geo
- mickyblue
- 217 posts
- Offline
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