Thanks for replies. I figured out a way to transfer back the intrinsic transform values.
I freezed the animated packed geo and used a point deform to put back the animation. its very simple and effective. even after packing Im getting the animation values.. which works cool with constraints. ..
I attached a sample check that if needed.
Thanks Jon for you explanation! It helped me to understand the deformation of packed prims
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Technical Discussion » Where does houdini stores the transform info after the animated mesh is packed
- Mohanpugaz
- 130 posts
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Technical Discussion » Where does houdini stores the transform info after the animated mesh is packed
- Mohanpugaz
- 130 posts
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Hi Jonathan , Thanks for your reply that helped me a lot! . .
So lets say I have animated alembic mesh which im unpacking and then fracturing it and transferring back the same animation to the fracture pieces and pack them again using assemble sop. So how could I get the transform values for the packed pieces??.. I need these values because I need these pieces to take into dops as animated static object not as deformed static object. so that my constraints will work properly . . Im not sure if im explaining my situation properly , please help me.
Attached a sample file which compares packing before and after animation and result when constraining
So lets say I have animated alembic mesh which im unpacking and then fracturing it and transferring back the same animation to the fracture pieces and pack them again using assemble sop. So how could I get the transform values for the packed pieces??.. I need these values because I need these pieces to take into dops as animated static object not as deformed static object. so that my constraints will work properly . . Im not sure if im explaining my situation properly , please help me.
Attached a sample file which compares packing before and after animation and result when constraining
Edited by Mohanpugaz - May 5, 2017 05:04:52
Technical Discussion » Where does houdini stores the transform info after the animated mesh is packed
- Mohanpugaz
- 130 posts
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ofcourse the position is stored in P even there is no values in packfulltransform, but I dont know where does the rotation goes after I packed it.
Technical Discussion » Where does houdini stores the transform info after the animated mesh is packed
- Mohanpugaz
- 130 posts
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Hi all
Im having a big confusion about packed primitive. Lets say I have an animated and packed sphere. when I check in primitive intrinsic It is having the packfulltransform info, But if I convert it to polygons and pack it again then the packfulltransform info gets ident matrix and no animating values but still the mesh is animating. My question is where does houdini stores the transform info after the animated mesh is packed.
I hope it is some what clear.
I have attached a sample file. Please someone help me to understand this.
Thanks in advance!
Im having a big confusion about packed primitive. Lets say I have an animated and packed sphere. when I check in primitive intrinsic It is having the packfulltransform info, But if I convert it to polygons and pack it again then the packfulltransform info gets ident matrix and no animating values but still the mesh is animating. My question is where does houdini stores the transform info after the animated mesh is packed.
I hope it is some what clear.
I have attached a sample file. Please someone help me to understand this.
Thanks in advance!
Houdini Lounge » Odforce down?
- Mohanpugaz
- 130 posts
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Technical Discussion » Viewport Screenshot
- Mohanpugaz
- 130 posts
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Technical Discussion » Rigid Body And Wire....CONSTRAINTS!....
- Mohanpugaz
- 130 posts
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Thank you so much for your effort.. Your set-up is as simple as possible and working so cool!!.. I never thought of using cloth stitch constraint.Thanks for sharing your idea..This is more than enough for what I need …
But I would also like to learn using the constraint networks as it that method has more control over the sim like breaking the constraints dynamically and all.. and the main thing I want to learn is to built constraint set-up between RBD<>WIRE<>SBD<>staticObject …
Once again thanks for your help and such an effort to build a scene for me..
But I would also like to learn using the constraint networks as it that method has more control over the sim like breaking the constraints dynamically and all.. and the main thing I want to learn is to built constraint set-up between RBD<>WIRE<>SBD<>staticObject …
Once again thanks for your help and such an effort to build a scene for me..
Technical Discussion » Rigid Body And Wire....CONSTRAINTS!....
- Mohanpugaz
- 130 posts
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I am trying to create a simple scene where balloons are tied together to an object using wires.(like in the movie “UP”)..
Im having balloons as packed RBD object and the parent point(where balloons are tied) as a separate rbd object.
and having wires also into the DOPnetwork as wire object..
Initially I dint simulate the wires but used the wire lines as a constriant network from SOP and made a spring constraint between balloons and parent using the wires as a constraint net, And It worked Perfectly.
Now I am turning the wires into wire object and trying to constraint the top of the wire to the balloons and bottom to the parent object, I am having matching @anchor_ids on wires and balloons.. But It doesnt work properly. If someone can explain how to constraint wires with rbd , It will be very helpfull for me.. And if someone already have a scene file for related to this please share it , Thanks a lot in advance..
Im having balloons as packed RBD object and the parent point(where balloons are tied) as a separate rbd object.
and having wires also into the DOPnetwork as wire object..
Initially I dint simulate the wires but used the wire lines as a constriant network from SOP and made a spring constraint between balloons and parent using the wires as a constraint net, And It worked Perfectly.
Now I am turning the wires into wire object and trying to constraint the top of the wire to the balloons and bottom to the parent object, I am having matching @anchor_ids on wires and balloons.. But It doesnt work properly. If someone can explain how to constraint wires with rbd , It will be very helpfull for me.. And if someone already have a scene file for related to this please share it , Thanks a lot in advance..
Technical Discussion » Setting Current values as "default value" for all parameters in OTL or digital asset
- Mohanpugaz
- 130 posts
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Technical Discussion » Setting Current values as "default value" for all parameters in OTL or digital asset
- Mohanpugaz
- 130 posts
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Hello all,
I am creating a digital asset , and want to set default values for the parameters I can set default values manually for each of the parameters but it will be very useful if there is any way to query the current values of the parameters and set that as default value,hope someone will help me..
Thanks..
I am creating a digital asset , and want to set default values for the parameters I can set default values manually for each of the parameters but it will be very useful if there is any way to query the current values of the parameters and set that as default value,hope someone will help me..
Thanks..
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