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Technical Discussion » adding points to a curve manually

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pelos
623 posts
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 May 6, 2009 00:29:36
“Hi! In sweep parameters set Cycle Type property to One Primitive at a Time. ”

DID THE TRICK!

Thanks guys,
i will be looking at the tutorials this week (after work, if that exist)
i am also doing the briedge tutorial from Buzz.

i apreciated your help . and the video tutorials.
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Technical Discussion » rendering fractured geometry

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pelos
623 posts
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 May 6, 2009 00:12:16
in the help examples i saw something related to Fracture an Object when it hit something and depending on the force is the trigger, to fracture or shatter the object.
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Technical Discussion » AutoRig question

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pelos
623 posts
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 May 5, 2009 22:16:45
the merge will put everything into a node and manage as a single object or geometry, dont know if thats the best thing to do.

we work with modo and XSI, and we do everything apart,
if a character have a tshirt or a belt, we model it as diferent geo metry,
and envelope, skin, (or any other name that a diferent 3d app has to say the geometry deform something like bones) each one, (XSI has Gator, so we only need to envelope one character very good and the rest will go along, since it copy the properties and past it into the rest of the geometry.
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Technical Discussion » AutoRig question

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pelos
623 posts
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 May 4, 2009 13:48:15
on the houdini website there is one rigging a Helldog model (a dog)
but apply the same to the character biped,
also you can check buzz.com they sell a kit for creating a rig from scratch
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Technical Discussion » Delete particles over time.

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pelos
623 posts
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 May 3, 2009 23:31:17
i was looking in the old tutorials of
http://odforce.net/downloads/videos/v6/ [odforce.net] about working with particles and been able to do a group, when particles get inside a space, like a metaball or a cube,

but i am not sure how or where do i create that group, i do undertand $LIFE means, been a global variable stands in capital letters, but how i can crete that group, (i am assuming that in the option will be one to delete and that where i can set the variable to be %LIFE and some how been able to set a variance over that)

thanks circus
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Technical Discussion » Delete particles over time.

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pelos
623 posts
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 May 3, 2009 23:26:29
i was looking in the old tutorials of
http://odforce.net/downloads/videos/v6/ [odforce.net] about working with particles and been able to do a group, when particles get inside a space, like a metaball or a cube,

but i am not sure how or where do i create that group, i do undertand $LIFE means, been a global variable stands in capital letters, but how i can crete that group, (i am assuming that in the option will be one to delete and that where i can set the variable to be %LIFE and some how been able to set a variance over that)

thanks circus
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Technical Discussion » Delete particles over time.

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pelos
623 posts
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 May 3, 2009 12:29:49
i was looking in the old tutorials of
http://odforce.net/downloads/videos/v6/ [odforce.net] about working with particles and been able to do a group, when particles get inside a space, like a metaball or a cube,

but i am not sure how or where do i create that group, i do undertand $LIFE means, been a global variable stands in capital letters, but how i can crete that group, (i am assuming that in the option will be one to delete and that where i can set the variable to be %LIFE and some how been able to set a variance over that)

thanks circus
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Technical Discussion » Parenting with RBD dynamics

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pelos
623 posts
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 May 2, 2009 22:42:36
i want to blow up a car, and i did 3 objects (well 4 with the static ground)

the first object is a passive one, just hit a grid (that is suppouse to be the car) to make it jump with the explotion, and i parented the emmiter of Pyro to the grid (Car) but when i simulate the Pyro emiter dosnt move with his father, just stay there,

do i need to set something on the dopnetwork?

also how can i do if i want to keep some dynamics apart,
for example the one that hit the car form above, with the rest of the dynamics of the scene, is that posible in houdini (like creating diferent enviroments in XSI) and tell when to start calculating the dynamics and when to stop.

Thanks i know that i have a lot of question, working with houdini, is great, but you need to start thinking diferent from what you were use to .
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Technical Discussion » Delete particles over time.

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pelos
623 posts
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 May 2, 2009 22:27:03
Hi, i have been playing with the new solvers of pyro, but i was looking for more info on how to delete particles over the time, i dont want them to get over the top of the container and see how they stuck togheter,

i am looking for something that disipate in the air, just like real smoke that the wind take it away and slowly start fading.

is something posible? or i am missing something on the docs?

thanks guys.
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Technical Discussion » adding points to a curve manually

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pelos
623 posts
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 May 2, 2009 22:21:23
Tranguz, i will check what you say later on, (tonight i am not in my pc, saturday night so i am out) and is odd, i still come to the forum to see if there is more to learn, i think i am becoming addicted to Houdini, and to the forums .

Arcotor, WHO!!!! so many tutorials to learn from, now with the flow and everything going in mexico i will have something intersting to do, there is so much to learn, thanks for the site, i will download them, over the night when i come back.

(I will post my advance later on)
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Technical Discussion » adding points to a curve manually

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pelos
623 posts
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 May 2, 2009 14:43:26
Hi Steven, thanks for the reply i apreciated.

i was able to work on the curves , the problem, i really dont understan how do we “Sweep” the 2 curves together.

(i am a modo user) and we usually put the pollygon that we want to sweek on the top of the first point of the curve and then run the tool.

i send the file, i might be thinking wrong on the way to put the nodes,
yes all of them will be sweeping along the same curve,
i look for some help files, but i got with 1 curve.

thanks for your help
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Technical Discussion » adding points to a curve manually

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pelos
623 posts
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 April 25, 2009 17:24:48
i need to create a roller coster as part of my training with Houdini,
just a roller coster inside a cave,

i did 2 curves and swep them to a nother curve,
but just 1 of them is extruded.

Also i need to make the it not so round, how can manually add more points next to another point in the curve, just like if i add points in XSI.

i put a screen shot with the detail, maybe i am setting something wrong.

thanks .
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Technical Discussion » how to work with tangent when copy?

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pelos
623 posts
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 March 16, 2009 21:04:44
i did some cube and copy them along a curve, and also a circle, they clone and every thing, but how i can make them spin acording to the curve?

thanks guys.
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Houdini Lounge » Free informal Houdini training - Brisbane - starts tuesday!

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pelos
623 posts
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 Aug. 27, 2008 16:27:47
will be so cool if this was done in Mexico .
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Houdini Lounge » export FBX to modo problem..?!

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pelos
623 posts
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 Aug. 27, 2008 16:27:24
you have to MDD the file,
FBX have some information apply to it, but not all,
you will have to (in modo) to load the objects and then apply the mmd file on it so you can get the dynamic motion of Houdini.

this is very similar workflow between Messiah Studio and other applications.
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Technical Discussion » how to isert a obj into the autodopnetwork

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pelos
623 posts
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 Aug. 20, 2008 13:51:01
Steven, thanks, yep it works, now it breaks,
in a kinda weird way, but i guess that when i have to really start to play.

what happen if i want to different autodopnetworks?

and each contain different simulation, like in XSI that you have environments.
Can you do that in Houdini?.

(example, have 2 cylinders with 2 collision ground, but in different simulation process.)
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Technical Discussion » how to isert a obj into the autodopnetwork

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pelos
623 posts
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 Aug. 20, 2008 13:04:33
i am trying to set a easy dynamic scene to learn Houdini,
i created a cylinder, and i shatter it.

i add a ground collision to the scene, and also create the autodopnetwork,

How do i put my cylinder shattered into the dopnetwork so it can fall and shatter at the contact of the ground?

Thanks guys.
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