At the moment I'm working on making a simulation of a floating boat- but my problem is an odd one.
The stand in geometry works, but the canoe itself doesn't (it sinks)
As does the Squab, the pighead, etc.
What should I be adjusting?
Cheers in advance[
attach]float.hipnc
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Technical Discussion » Floating Geometry- flip fluids
- valkias
- 28 posts
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Technical Discussion » A way to create static FEM?
- valkias
- 28 posts
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michiel
I'm assuming that you want to have the face stay in mostly in the same place where it starts, but that you still want the face to react to external collisions.
The easiest way to do this is to enable “Target Deformation” under the Deformation Tab of the Solid Object.
By default, this will create a soft constraint that keeps the face in its original position.
You will have to find the right value for Target Strength for this to happen.
The higher you pick this value, the more the face will stay where it was.
Another option is to use the “Constrain Points To Target” shelf tool to make sure that parts of the face stay in place, while other parts can freely simulate and response to external collisions.
Thanks Michiel! It worked.
My next issue is how does one actually create a collider that is fully controllable? As in I can manually move it around. I ask because I can't get anything under the Solids tab to work how I want nor does static collider work for FEM.
TIA
Technical Discussion » A way to create static FEM?
- valkias
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I've been really getting into using Finite Elements recently, but wondered if there was a way to add the organic tissue to an object and make it static, while still being able to react to other objects.
(for example, I want to add FEM to a face and have a hand smush it around)
Is it doable in Houdini?
edit: worked it out already!
(for example, I want to add FEM to a face and have a hand smush it around)
Is it doable in Houdini?
edit: worked it out already!
Edited by valkias - Dec. 6, 2017 01:31:28
Technical Discussion » Drip particle fluid isn't colliding with ground plane?
- valkias
- 28 posts
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hi Ryan, I've attached the hip file in question
Edited by valkias - June 6, 2017 23:52:06
Technical Discussion » Drip particle fluid isn't colliding with ground plane?
- valkias
- 28 posts
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Is this normal? or is there a way to fix this so that the droplets drip onto the plane and stop going through it?
Technical Discussion » Problems with Flip Fluids from Object
- valkias
- 28 posts
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Hey guys,
Recently I have been trying to emulate an effect I saw on youtube. (Dripping fluids down some geometry)
https://youtu.be/4iWa5viHq5U [youtu.be]
Unfortunately, the creator then goes into cinema4D which I don't have access to.
Is there a way to do this?
Alternatively,
I have been having issues with converting a whole mesh to flip. Its only choosing to convert the teeth and a few other things
thanks!
Recently I have been trying to emulate an effect I saw on youtube. (Dripping fluids down some geometry)
https://youtu.be/4iWa5viHq5U [youtu.be]
Unfortunately, the creator then goes into cinema4D which I don't have access to.
Is there a way to do this?
Alternatively,
I have been having issues with converting a whole mesh to flip. Its only choosing to convert the teeth and a few other things
thanks!
Technical Discussion » Pyro FX not deforming with moving geometry?
- valkias
- 28 posts
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Thanks, Enivob! Ended up playing around with constraints. Not sure what I clicked but it seems to have fixed my problem.
Nonetheless, if I come across the issue again, at least I know of a possible fix, thanks to you
Nonetheless, if I come across the issue again, at least I know of a possible fix, thanks to you
Technical Discussion » Pyro FX not deforming with moving geometry?
- valkias
- 28 posts
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Hi guys,
Usually I wouldn't bother asking around, but I've been struggling to find a fix to this problem, and I really do need find one soon as it is for an assignment.
To put it simply, I have animated a sword in Maya, have exported the .fbx and imported it into houdini. All was supposedly well, my geometry that I've set up to be an emitter for the pyro fx worked and still animated along the sword (It's parented)
But. The bounding box isn't deforming as it should. Instead of moving, it collapses and moves to the side. The smoke is still there, though.
I'm about to try caching the geometry to see if that works, but am looking for suggestions.
Cheers!
(as an aside, I've only been using Houdini for the past two months or so)
Usually I wouldn't bother asking around, but I've been struggling to find a fix to this problem, and I really do need find one soon as it is for an assignment.
To put it simply, I have animated a sword in Maya, have exported the .fbx and imported it into houdini. All was supposedly well, my geometry that I've set up to be an emitter for the pyro fx worked and still animated along the sword (It's parented)
But. The bounding box isn't deforming as it should. Instead of moving, it collapses and moves to the side. The smoke is still there, though.
I'm about to try caching the geometry to see if that works, but am looking for suggestions.
Cheers!
(as an aside, I've only been using Houdini for the past two months or so)
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