It looks like the number of constraint iterations needs to be super high to stop any wobble at all.
Somewhere around 100+ still has a slight visible wobble going on. 1000+ is getting better, which understandably slows down the sim a lot.
I have remedied the situation by adding a second lot of glue constraints to the overall object which holds it together until it needs to break.
Thanks for the tip!
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Technical Discussion » Cone Twist Constraints Sagging [Solved]
- GlennimusPrime
- 78 posts
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Technical Discussion » Cone Twist Constraints Sagging [Solved]
- GlennimusPrime
- 78 posts
- Offline
I have a wooden structure connected together using cone twist constraints, but at the very beginning of my animation, all the constraints seem to sag, or drop down as they sit into place.
https://i.imgur.com/s0TZC3f.gifv [i.imgur.com]
I'm unsure of how to have everything lock into place tightly.
I have tried setting the Max Up Rotation, Max Out Rotation, Max Twist and Softness of the constraint all to zero, but this doesn't seem to stop everything sagging.
Attached is a simplified HIP file showing my problem.
https://i.imgur.com/s0TZC3f.gifv [i.imgur.com]
I'm unsure of how to have everything lock into place tightly.
I have tried setting the Max Up Rotation, Max Out Rotation, Max Twist and Softness of the constraint all to zero, but this doesn't seem to stop everything sagging.
Attached is a simplified HIP file showing my problem.
Edited by GlennimusPrime - May 11, 2020 22:05:11
Technical Discussion » Random Integer Seed Value [SOLVED]
- GlennimusPrime
- 78 posts
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A big thank you to both tricecold and tamte!
Both great options for inside a wrangle and on the seed value itself.
tamte, this is exactly what I was after! I'm learning something new every day. Thank you!
Both great options for inside a wrangle and on the seed value itself.
tamte, this is exactly what I was after! I'm learning something new every day. Thank you!
Technical Discussion » More than one output from a foreach loop
- GlennimusPrime
- 78 posts
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Hi everyone, I'm looking for a way to have two outputs on a foreach loop.
I'm trying to get both the geometry as well as the constraints out of the loop, but I only have one output:
As you can see I can only pipe the geometry out, but not the rbd constraints.
I'm trying to get both the geometry as well as the constraints out of the loop, but I only have one output:
As you can see I can only pipe the geometry out, but not the rbd constraints.
Technical Discussion » Random Integer Seed Value [SOLVED]
- GlennimusPrime
- 78 posts
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As this has had quite a few views with no replies, maybe I can ask this in another way..
How can I return a random integer value between 0-100?
How can I return a random integer value between 0-100?
Technical Discussion » Random Integer Seed Value [SOLVED]
- GlennimusPrime
- 78 posts
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Hello, I have a bunch (25) of RBD Material Fracture SOPs I'd like to randomise the ‘Cut Offset Seed’ values for (integer values from 0-anything higher).
As a new user, I have been struggling to get a randomised integer value in a greater range than 0-1 that is also different for each RBD Material Fracture SOP (I hope that makes sense!)
Everything I have tried so far gives me the same ‘random’ number on all of the fracture sops.
I understand the rand function needs something to randomise - eg. rand($PT) but I'm not sure how to implement this inside the RBD Material Fracture SOP, as we aren't dealing with points.
As a new user, I have been struggling to get a randomised integer value in a greater range than 0-1 that is also different for each RBD Material Fracture SOP (I hope that makes sense!)
Everything I have tried so far gives me the same ‘random’ number on all of the fracture sops.
I understand the rand function needs something to randomise - eg. rand($PT) but I'm not sure how to implement this inside the RBD Material Fracture SOP, as we aren't dealing with points.
Edited by GlennimusPrime - Dec. 1, 2020 15:52:46
Technical Discussion » Remap values on a custom digital asset [SOLVED]
- GlennimusPrime
- 78 posts
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Ha of course, one of the simplest functions of Houdini
I was thinking this might be changed somewhere in the parameter interface.
This works well, thank you!
I was thinking this might be changed somewhere in the parameter interface.
This works well, thank you!
Technical Discussion » Remap values on a custom digital asset [SOLVED]
- GlennimusPrime
- 78 posts
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Hello! As the title says, it it possible to remap values on a custom built digital asset?
For example, I have a slider that is locked to move between the values of 2-4, but I would like to display that slider as a 0-1, or 1-0 value.
Is this possible?
For example, I have a slider that is locked to move between the values of 2-4, but I would like to display that slider as a 0-1, or 1-0 value.
Is this possible?
Edited by GlennimusPrime - Dec. 1, 2020 15:53:37
Technical Discussion » Save Network Editor Tabs With Scene File [SOLVED]
- GlennimusPrime
- 78 posts
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Thank you for the very clear and in depth explanation!
Exactly what I was after.
Many thanks.
Exactly what I was after.
Many thanks.
Technical Discussion » Save Network Editor Tabs With Scene File [SOLVED]
- GlennimusPrime
- 78 posts
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New Houdini user here.
When I save and close Houdini, I lose the tabs I have setup in the Network Editor pane.
If I have them setup like this:
When I close and reopen, the tabs revert back to the default:
Is there any way to save this data with the file, or maybe setup default tabs that I might use each time I open Houdini?
When I save and close Houdini, I lose the tabs I have setup in the Network Editor pane.
If I have them setup like this:
When I close and reopen, the tabs revert back to the default:
Is there any way to save this data with the file, or maybe setup default tabs that I might use each time I open Houdini?
Edited by GlennimusPrime - Dec. 1, 2020 15:54:28
Technical Discussion » Particle Opacity Based On Velocity [SOLVED]
- GlennimusPrime
- 78 posts
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Thank you so much Enivob, this is working well for me so far.
You are correct in playing with the two values to get the right amount of alpha. This should work for me, thank you!
You are correct in playing with the two values to get the right amount of alpha. This should work for me, thank you!
Technical Discussion » Particle Opacity Based On Velocity [SOLVED]
- GlennimusPrime
- 78 posts
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Hi CYTE, thanks for your reply.
I'm fairly new to Houdini. I understand a little about vex and atribute vops, but not enough to completely understand.
In an attribute vop, if I pipe the v into a length vop, do I then pipe that into a bind export? Then use that bind export in an attribute wrangle?
Sorry I'm a bit lost!
I'm fairly new to Houdini. I understand a little about vex and atribute vops, but not enough to completely understand.
In an attribute vop, if I pipe the v into a length vop, do I then pipe that into a bind export? Then use that bind export in an attribute wrangle?
Sorry I'm a bit lost!
Technical Discussion » Particle Opacity Based On Velocity [SOLVED]
- GlennimusPrime
- 78 posts
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I have a bunch of particles floating completely still in mid air.
When an object passes through the scene, the particles are attracted to it via a POP Attract.
I'm wanting those particles to be invisible until they start to move, then slowly become more visible the faster they move and finally fade opacity back down to zero again as they slow down and stop with drag.
Something fairly difficult?
File Attached. The scene doesn't have to be specifically setup like this. I'm a new Houdini user. Is there a better way to fill an object with particles rather than what I have done here?
When an object passes through the scene, the particles are attracted to it via a POP Attract.
I'm wanting those particles to be invisible until they start to move, then slowly become more visible the faster they move and finally fade opacity back down to zero again as they slow down and stop with drag.
Something fairly difficult?
File Attached. The scene doesn't have to be specifically setup like this. I'm a new Houdini user. Is there a better way to fill an object with particles rather than what I have done here?
Edited by GlennimusPrime - Dec. 1, 2020 15:55:21
Technical Discussion » Scale Object To Fit Between Two Other Objects [SOLVED]
- GlennimusPrime
- 78 posts
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That was incredibly simple
As a new Houdini student I had been stuck on this for a few hours today!
Thanks for your help!
As a new Houdini student I had been stuck on this for a few hours today!
Thanks for your help!
Technical Discussion » Scale Object To Fit Between Two Other Objects [SOLVED]
- GlennimusPrime
- 78 posts
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I have a line that is being randomly stretched and moved around at each end. The line is being resampled to give me a center point to lock a sphere to.
I'd like that sphere to stay centered in the middle of the line and scale to fit the length of the line, as the line stretches and moves around.
I have tried the Match Size SOP, which almost gets me there - Although it doesn't scale the sphere to the bounding box's max size, it seems to make the sphere stay inside the bounding box.
Scene attached.
Any ideas?
I'd like that sphere to stay centered in the middle of the line and scale to fit the length of the line, as the line stretches and moves around.
I have tried the Match Size SOP, which almost gets me there - Although it doesn't scale the sphere to the bounding box's max size, it seems to make the sphere stay inside the bounding box.
Scene attached.
Any ideas?
Edited by GlennimusPrime - Dec. 1, 2020 15:57:26
Technical Discussion » Viewport Orbit Problems [SOLVED]
- GlennimusPrime
- 78 posts
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mestela
You need the latest daily build from redshift, and the latest daily build from houdini; the ‘official’ stable build from redshift still has this bug.
Hey thanks for getting back to help me on this one
The latest customer build as of today is v2.6.46 - Did you mean I should try the latest experimental v3.0.06?
Otherwise, I'm not sure where to find their daily builds. I'm looking in the registered users forum. Any idea?
Thank you!
Technical Discussion » Viewport Orbit Problems [SOLVED]
- GlennimusPrime
- 78 posts
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Hi all, thanks for the suggestions.
Thanks, that helps get my view back to how it is supposed to be, but I'm still stumped as to why the view flips out in the first place.
Yes, I have Redshift installed, but unfortunately updating to the latest daily build of Houdini and also latest official release of Redshift doesn't change anything for me
The problem persists:
https://i.imgur.com/3LAJz2k.gifv [i.imgur.com]
Kate Xagoraris
Try some of these hotkeys: space+g sets the camera to home view, and just focuses the object, while space+shift+f does not rotate the camera. Hope this helps.
Thanks, that helps get my view back to how it is supposed to be, but I'm still stumped as to why the view flips out in the first place.
mestela
Redshift by any chance? There's a known bug with the latest trial redshift, fixed in the latest commercial release and latest daily builds of Houdini.
Yes, I have Redshift installed, but unfortunately updating to the latest daily build of Houdini and also latest official release of Redshift doesn't change anything for me
The problem persists:
https://i.imgur.com/3LAJz2k.gifv [i.imgur.com]
Edited by GlennimusPrime - Sept. 2, 2019 17:08:59
Technical Discussion » Viewport Orbit Problems [SOLVED]
- GlennimusPrime
- 78 posts
- Offline
I'm a new Houdini student and since moving from a Houdini Apprentice license to Houdini Education I've been having issues when orbiting, translating and zooming around the viewport.
It seems after each time I zoom in, the next time I go to orbit, the view will jump and tilt to a different direction, leaving me looking at my scene from a crazy angle.
https://i.imgur.com/3LAJz2k.gifv [i.imgur.com]
I have tried using both a tablet and mouse with the same result.
I have tried changing the ‘Tumbling Method’ in the 3D Viewports Preferences. The random tilt jump will only happen with 80's and 90's style euler tumbling, but the other two options, Standard and Classic won't keep the camera aim pointing up in Y. The camera will still tilt instead of orbit.
Using version 17.5.327
Windows 64bit
Any ideas?
It seems after each time I zoom in, the next time I go to orbit, the view will jump and tilt to a different direction, leaving me looking at my scene from a crazy angle.
https://i.imgur.com/3LAJz2k.gifv [i.imgur.com]
I have tried using both a tablet and mouse with the same result.
I have tried changing the ‘Tumbling Method’ in the 3D Viewports Preferences. The random tilt jump will only happen with 80's and 90's style euler tumbling, but the other two options, Standard and Classic won't keep the camera aim pointing up in Y. The camera will still tilt instead of orbit.
Using version 17.5.327
Windows 64bit
Any ideas?
Edited by GlennimusPrime - Dec. 1, 2020 15:49:52
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