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Technical Discussion » Issues while wrapping cloth around tube
- Xue_Yue
- 56 posts
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Technical Discussion » Issues while wrapping cloth around tube
- Xue_Yue
- 56 posts
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Hello,
in my scene I try to continuously wrap a piece of cloth around a geometry but the cloth doesn't stabilize and starts to jitter. I tried different cloth setting, changed stiffness and damping and increased the substeps but I can't get rid of the jitter. Has anyone experienced the same behaviour? What are the crucial settings to get the mesh static? Is it possible to exclude some points/edges from the clothsim based on conditions?
Any hints or tips on this matter would be very appreciated. Here is an image and a scene file for better understanding of the issue.
Thanks in advance.
in my scene I try to continuously wrap a piece of cloth around a geometry but the cloth doesn't stabilize and starts to jitter. I tried different cloth setting, changed stiffness and damping and increased the substeps but I can't get rid of the jitter. Has anyone experienced the same behaviour? What are the crucial settings to get the mesh static? Is it possible to exclude some points/edges from the clothsim based on conditions?
Any hints or tips on this matter would be very appreciated. Here is an image and a scene file for better understanding of the issue.
Thanks in advance.
Technical Discussion » ROP specific frames?
- Xue_Yue
- 56 posts
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Technical Discussion » ROP specific frames?
- Xue_Yue
- 56 posts
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Hi,
I wonder if it is possible to cache a specified set of frames with the ROP Output Driver.
So f.e. I have an animated sequcence from 1-100 and I just want to cache frames 17, 38, 40, 65, 88-100. How does this work? I can't figure that out, I'm sure it must be super easy and I'm missing it.
Thanks!
I wonder if it is possible to cache a specified set of frames with the ROP Output Driver.
So f.e. I have an animated sequcence from 1-100 and I just want to cache frames 17, 38, 40, 65, 88-100. How does this work? I can't figure that out, I'm sure it must be super easy and I'm missing it.
Thanks!
SI Users » Alembic with UVs to XSI
- Xue_Yue
- 56 posts
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Ok, colleague found out that you can generate a UV property with the Crate importer. Then use ICE to set the UVs from the alembic afterwards. Not beautiful, but it works.
SI Users » Alembic with UVs to XSI
- Xue_Yue
- 56 posts
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Hi,
I'm having issues with UVs on a remeshed geo as alembic abc. When I write out a sequence of a remeshed geometry (changing topology per frame) Softimage is not able to interpret the UV data. Import in Hou works just fine, everything is there. Strange thing is it works on a single frame, but not with a sequence. I tried to import with the XSI importer (15 SP1) and via Exocortex Crate. I also tried to split the abc-sequence per frame (mesh_001.abc, mesh_002.abc, …)but this just gives the error:
“Caching : Object topology (points count or edges count or polygons count or uv sample) doesn't match.”
Heres the setup for better understanding and the scene file attached:
Anyone ever discovered this? Am I missing something or is there a workaround? Thanks for the help.
I'm having issues with UVs on a remeshed geo as alembic abc. When I write out a sequence of a remeshed geometry (changing topology per frame) Softimage is not able to interpret the UV data. Import in Hou works just fine, everything is there. Strange thing is it works on a single frame, but not with a sequence. I tried to import with the XSI importer (15 SP1) and via Exocortex Crate. I also tried to split the abc-sequence per frame (mesh_001.abc, mesh_002.abc, …)but this just gives the error:
“Caching : Object topology (points count or edges count or polygons count or uv sample) doesn't match.”
Heres the setup for better understanding and the scene file attached:
Anyone ever discovered this? Am I missing something or is there a workaround? Thanks for the help.
Technical Discussion » import sop points to pop
- Xue_Yue
- 56 posts
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Technical Discussion » import sop points to pop
- Xue_Yue
- 56 posts
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Hello, still no luck. I made an example file in case someone wants to have a look.
Thanks in advance.
Thanks in advance.
Edited by Xue_Yue - Oct. 11, 2016 06:10:57
Technical Discussion » import sop points to pop
- Xue_Yue
- 56 posts
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Hello,
I have a problem which I'm sure is pretty easy to solve but I think i am missing a basic concept.
In SOP I have a surface with scattered points. Now I want to group this points (grouping is animated) and import them to a POPnet DOP and apply forces only to the points in this group, and i just want the (scattered) points only once. Whatever I try, particles get spawned every Frame or the group is not updated. How does this kind of thing work?
For better understanding:
My Setup so far:
Thanks!
I have a problem which I'm sure is pretty easy to solve but I think i am missing a basic concept.
In SOP I have a surface with scattered points. Now I want to group this points (grouping is animated) and import them to a POPnet DOP and apply forces only to the points in this group, and i just want the (scattered) points only once. Whatever I try, particles get spawned every Frame or the group is not updated. How does this kind of thing work?
For better understanding:
My Setup so far:
Thanks!
Edited by Xue_Yue - Oct. 10, 2016 15:39:27
Technical Discussion » Houdini To After Effects in archive (python script)
- Xue_Yue
- 56 posts
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Technical Discussion » Houdini To After Effects in archive (python script)
- Xue_Yue
- 56 posts
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Hello,
I want to export Null positions and my camera from Houdini to After Effects. I found a link to this script [archive.sidefx.com], but unfortunately I am not able to download the “HoudiniToAE.py” anymore.
So I wonder if anyone has a backup of this file or something different that works.
Thanks!
I want to export Null positions and my camera from Houdini to After Effects. I found a link to this script [archive.sidefx.com], but unfortunately I am not able to download the “HoudiniToAE.py” anymore.
So I wonder if anyone has a backup of this file or something different that works.
Thanks!
Technical Discussion » Keeping pop attributes from birth
- Xue_Yue
- 56 posts
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Thanks for the reply,
it works, I just had to remove the inpointgroup condition. Which leaves me with one question, what use is the just born group? Where does it make sense to use it?
it works, I just had to remove the inpointgroup condition. Which leaves me with one question, what use is the just born group? Where does it make sense to use it?
Technical Discussion » Keeping pop attributes from birth
- Xue_Yue
- 56 posts
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Hello,
how is it possible to set an attribute in a wrangle SOP based on a group(inpointgroup), and keep that value, even if the group changes. I stumbled over this problem with the following setup.
I create a particle every frame and put it in the “Just Born Group”. All I really want now is to set some attributes at birth. But whatever I set in wrangle, gets reset to 0 if the particle isn't in the just born group anymore. What would be a good workaround for this? Here is an example:
What if I want to find the nearpoints at birth and keep these values, even if the position of the particle changes later on? I hope you get what i mean, maybe i am just overlooking something …
Thanks for reading.
how is it possible to set an attribute in a wrangle SOP based on a group(inpointgroup), and keep that value, even if the group changes. I stumbled over this problem with the following setup.
I create a particle every frame and put it in the “Just Born Group”. All I really want now is to set some attributes at birth. But whatever I set in wrangle, gets reset to 0 if the particle isn't in the just born group anymore. What would be a good workaround for this? Here is an example:
What if I want to find the nearpoints at birth and keep these values, even if the position of the particle changes later on? I hope you get what i mean, maybe i am just overlooking something …
Thanks for reading.
Technical Discussion » read elements of attributes in vex
- Xue_Yue
- 56 posts
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Hey, thanks that helped me. Playing with that I also found out that this also works:
I didn't knew the “u@” datatype you used, but I with that I found that it also works with “p@”, which seems to be a vector with 4 floats.
But just for clarification, this just works because I'm interpreting the elements of “myattrib” as u(2 floats), v(3 floats), p(4floats). Right? If “myattrib” would have more elements (there is no limitation in the Attribute_Create SOP) I would not be able to import these. Or maybe with a differtent solution.
Consequently I am also not able to change all attribute elements
Thanks again for the help, I appreciate the effort.
f@a = v@myattrib[0];
f@b = v@myattrib[1];
f@c = v@myattrib[2];
I didn't knew the “u@” datatype you used, but I with that I found that it also works with “p@”, which seems to be a vector with 4 floats.
f@a = p@myattrib[0];
f@b = p@myattrib[1];
f@c = p@myattrib[2];
f@c = p@myattrib[3];
But just for clarification, this just works because I'm interpreting the elements of “myattrib” as u(2 floats), v(3 floats), p(4floats). Right? If “myattrib” would have more elements (there is no limitation in the Attribute_Create SOP) I would not be able to import these. Or maybe with a differtent solution.
Consequently I am also not able to change all attribute elements
i@myattrib[3] = set(1); // error: ambiguous call to array index operator
f@myattrib[3] = set(1); // error: ambiguous call to array index operator
p@myattrib[0] = set(1); // works: sets first element to 1
p@myattrib[3] = set(1); // works: sets fourth element to 1
p@myattrib[4] = set(1); // also sets fourth element to 1, because p can only reach 4 floats (myattrib[3] in this case).
Thanks again for the help, I appreciate the effort.
Technical Discussion » read elements of attributes in vex
- Xue_Yue
- 56 posts
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hello and thanks for the reply.
i am aware that this works on vectors, matrices and arrays but i wondered how to access elements of the attributes if it is set up like this. the attributes are there, so i thought there might be a way to access them with vex, i just don't know how. it should be possible, right?
i added an example hipnc for better understanding in my first post.
i am aware that this works on vectors, matrices and arrays but i wondered how to access elements of the attributes if it is set up like this. the attributes are there, so i thought there might be a way to access them with vex, i just don't know how. it should be possible, right?
i added an example hipnc for better understanding in my first post.
Technical Discussion » read elements of attributes in vex
- Xue_Yue
- 56 posts
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hello,
with the attribute create SOP it is possible to give an attribute (f.e. pointattribute as integer) a size. in the spreadsheet it appears now as
and so on. in hscript i am able to read this data with $MYATTRIB1 and $MYATTRIB2. but i cant find out how I could read the attribute in wrangle SOP (or in VOPs).
If I try
i@cloner = i@myattrib;
it reads the first element, but whatever I try, nothings seems to work to get the other elements, and i can't find anything in the docs (maybe i don't know what to search for). i know it works if the attribute is a vector or a matrix (v@myattrib.r). but in this case none of these work:
why is that and where do i have to look in the docs?
thx!
e// added hipnc for better understanding
with the attribute create SOP it is possible to give an attribute (f.e. pointattribute as integer) a size. in the spreadsheet it appears now as
myattrib[0], myattrib[1],...
If I try
i@cloner = i@myattrib;
it reads the first element, but whatever I try, nothings seems to work to get the other elements, and i can't find anything in the docs (maybe i don't know what to search for). i know it works if the attribute is a vector or a matrix (v@myattrib.r). but in this case none of these work:
i@cloner = i@double.r;
i@cloner = i@double.1;
i@cloner = i@double1;
why is that and where do i have to look in the docs?
thx!
e// added hipnc for better understanding
Edited by Xue_Yue - June 15, 2016 08:21:51
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