When using a Follow POP, is there anyway to get the distance from a particle to its leader. For example if I have 10 particles each traveling towards a leader and I want them to slow down before hitting the leader and eventually stop.
This would be easy be just typing a expression in the max speed in a Speed POP. If I only could get the distance from the particle to the goal/leader.
I've tried using the Proximity POP but haven't found a good solution for it.
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Technical Discussion » POP: Distance from leader
- xtimmyx
- 166 posts
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Technical Discussion » 17" Unibody MacBook Pro?
- xtimmyx
- 166 posts
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Yeah same here. I'm on the previous 17“ and no problem here either. Although I've heard that there are some general graphics issues with the new 17” MBP so I'd wait buying one until they sorted it out.
http://www.macnn.com/articles/09/03/05/17.inch.mbp.video.errors/ [macnn.com]
http://www.macnn.com/articles/09/03/05/17.inch.mbp.video.errors/ [macnn.com]
Technical Discussion » Orienting instanced birds
- xtimmyx
- 166 posts
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Ondrej
I misunderstood what you were after. The type of banking you're looking for is typically something you would use CHOPs to add procedurally. You'll want to import the acceleration into CHOPs, use it to compute a banking angle, and then export that back out to the copy SOP.
That sounds like an excellent way for me to get into CHOPs which I have totally missed out on. I'll give it a go this weekend or on Monday and see if I'll get it working. But you'll probably hear from me again.
Technical Discussion » Orienting instanced birds
- xtimmyx
- 166 posts
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Ondrej
Are you only activating the upvector POP on the first frame? Or, alternatively, applying it to only the particles birthed that frame?
Yeah I tried that, both with Up vector Y as $UPY and as 1.
I put together a file with a very simplified version of my setup to make it easier to understand what I may have gotten wrong.
Technical Discussion » Orienting instanced birds
- xtimmyx
- 166 posts
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Ondrej
Trying setting an initial up-vector with the upvector POP on the first frame. The simulation should then update the up-vector for you.
How could I've missed that node. Houdini just keeps surprising me with simple solutions. However when setting the up vector to 0,1,0 (or $UPX, 1, $UPZ) in the up vector SOP I loose the banking the birds sometimes (when lucky) were having before.
So with that problem solved a new one appears. How could I have the birds bank when turning? Independent per bird/particle. I'd like to keep it as procedural as possible and don't animate this manually (which would be on the whole flock instead of per bird/particle).
Technical Discussion » Orienting instanced birds
- xtimmyx
- 166 posts
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edward
So your birds are being aligned to the velocity of the particles right? Make sure you have normals set to (0,1,0) on the particles when copying the bird geometry.
I tried that by using a point SOP and adding a normal of 0,1,0 to the particles. This however makes them have no rotation at all. But perhaps I did something wrong.
I forgot to tell but the birds are supposed not only to fly in a straight line but also change directions and therefore static rotation won't work.
Technical Discussion » Orienting instanced birds
- xtimmyx
- 166 posts
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I'm working on a bird flock simulation system basically using particles, follow and interact and it's starting to look quite good. However I've now come to the part where I would like to copy my bird geometry on to my particles. And I can't seem to come up with a set up which gives my bird a good rotation.
Without doing anything it works ok for some parts of the animation but all of a sudden my birds start flying upside down or in another weird rotation angle along their current direction.
How can I simulate the banking of the birds when turning, yet make them able to change altitude without flying upside down?
I've experimented a little with both the Rotation POP and the Orient POP but haven't found any good solution yet.
Without doing anything it works ok for some parts of the animation but all of a sudden my birds start flying upside down or in another weird rotation angle along their current direction.
How can I simulate the banking of the birds when turning, yet make them able to change altitude without flying upside down?
I've experimented a little with both the Rotation POP and the Orient POP but haven't found any good solution yet.
Houdini Lounge » Reverse keys by scaling
- xtimmyx
- 166 posts
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tamte
you can do this in channel editor
select bunch of keyframes
press y to enable scale handle
now you can scale to negative
you can also adjust pivot point for the scaling
Thanks! Exactly what I was looking for. Couldn't find anything about it in the help for the channel editor. But that did the trick.
Houdini Lounge » Reverse keys by scaling
- xtimmyx
- 166 posts
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I would like to copy a bunch of keyframes, and reverse them later on in the animation. However, when trying to reverse the keys in time by sclaing them in the dopesheet, I can't scale them so they become negative. Only down to zero in time.
So my question is, how do I reverse a bunch of keyframes at the same time. As I am able to do in Maya by just scaling them in the X axis of the graph beyond 0 (to -1 normally).
So my question is, how do I reverse a bunch of keyframes at the same time. As I am able to do in Maya by just scaling them in the X axis of the graph beyond 0 (to -1 normally).
Technical Discussion » Path Object in SOP?
- xtimmyx
- 166 posts
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Technical Discussion » Path Object in SOP?
- xtimmyx
- 166 posts
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I've managed to get a half decent result with the Creep SOP. The only problem is that the wagons is deforming as they go along the surface. I've tried to avoid this by using points in the Creep instead and copying the wagons on to them, but the rotation is lost if I do.
Technical Discussion » Path Object in SOP?
- xtimmyx
- 166 posts
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I'm doing a rollercoaster at the moment and am quite satisfied with the results I get when using the wagons as path objects (where I have control of things like Roll, Auto-Bank and Up Vector). How could I achieve the same controls at SOP level for objects animated along a curve. I could use Creep to get the transformation, however when using Creep I loose all the other settings I would need.
Houdini Indie and Apprentice » Apprintace HD license issue
- xtimmyx
- 166 posts
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Houdini Indie and Apprentice » Apprintace HD license issue
- xtimmyx
- 166 posts
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I just reinstalled my operative system and forgot to return my licenses for my Apprintace HD. And now I can't seem to reinstall them. It says that I'm not entitled to any licenses when I try to. How do I resolve this issue?
Technical Discussion » Dynamic simulation optimal settings
- xtimmyx
- 166 posts
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And when unable to use Implicit Sphere or Implicit Sphere box due to more advanced geometry, a really nice feature is to solve the simulation with a less advanced model than the rendered one and transfer its movement to the one to render. There is a great example in the help named “ProxyGeometry” which shows how to do this.
Houdini Indie and Apprentice » $-sign on non-english Macintosh
- xtimmyx
- 166 posts
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I have now tried every combination there is of all the modifier keys, and still I can't make a $-sign in Houdini. Maybe I should contact the developers about it?
Technical Discussion » Houdini freezes when frame is missing in compositing
- xtimmyx
- 166 posts
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I'm doing some compositing in Houdini. However, if I try to view a frame where the image Houdini tries to fetch is currently rendering, Houdini freezes and gives me the error:
/*file location*/beauty_Layer.29.tif: Not a TIFF file, bad magic number 0 (0x0).
This keeps repeating in my terminal over and over until the frame is finished rendering, or I replace it with a completed rendered frame. Then Houdini starts responding again and works just perfect. Anyone got an idea on how to fix this?
And not to have incomplete sequences in my composite is not really an alternative due to that I'm doing lots of test renders and development at the moment.
Thanks.
/*file location*/beauty_Layer.29.tif: Not a TIFF file, bad magic number 0 (0x0).
This keeps repeating in my terminal over and over until the frame is finished rendering, or I replace it with a completed rendered frame. Then Houdini starts responding again and works just perfect. Anyone got an idea on how to fix this?
And not to have incomplete sequences in my composite is not really an alternative due to that I'm doing lots of test renders and development at the moment.
Thanks.
Houdini Indie and Apprentice » $-sign on non-english Macintosh
- xtimmyx
- 166 posts
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stevenong
Hi,
You can still put down a node then hit Enter in the viewport and type the “ ` ” (backtick key, to the left of the 1 key) to do a re-selection. After you select the points or primitives you need, hit Enter again to confirm the selection.
Cheers!
steven
I can't quite get that to work either. First I thought it was because of my Swedish keyboard layout but it didn't work after switching to american either.
And about the $ problem, I can't type any of the “ALT-characters” ($ is ALT-4 och CTRL-ALT-4 on Swedish keyboards). And none of these works on the Macintosh version.
Technical Discussion » Sesinetd uses 35GB virtual memory
- xtimmyx
- 166 posts
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I just noticed that the process sesinetd (the license server right?) uses 35GB virtual memory and even though I quit it it starts up again. Even after a reboot of my computer. That doesn't feel right to me. Anyone got an idea?
I'm running the latest version of apprentice on a Macintosh.
I'm running the latest version of apprentice on a Macintosh.
Houdini Indie and Apprentice » UI errors osx
- xtimmyx
- 166 posts
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I'm pretty sure that the reason is that you don't have X11 installed. I hade similar errors which was resovled by installing X11 (should be on your OS X DVD).
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