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Technical Discussion » Circle Prim Arc from three points
- sessionbeer
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Technical Discussion » Circle Prim Arc from three points
- sessionbeer
- 39 posts
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Given a prim with three points, prim pt 0 always being the center, how do you reverse engineer a Circle primitive to rotate on Z axis so it points towards prim pt 1 and then work out the arc over to prim pt 2?
I've mocked it up roughly here but the numbers aren't correct.
I've mocked it up roughly here but the numbers aren't correct.
Edited by sessionbeer - 2022年8月5日 04:24:11
Technical Discussion » Circle tangents
- sessionbeer
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Technical Discussion » Circle tangents
- sessionbeer
- 39 posts
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Hello, I'm trying to find the common tangents of two circles in vex. So far I've made a mess of converting this javascript function because I'm getting what looks like incorrect results. Can anyone point out where I'm going wrong or how I may correct it?
Edited by sessionbeer - 2022年8月2日 11:08:19
Technical Discussion » Move Bones away from origin after set up
- sessionbeer
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Thanks for you're reply. That was such an obvious mistake I completely missed it. Thanks for taking the time to look at the file, and sorry for wasting that time ops:
Technical Discussion » Move Bones away from origin after set up
- sessionbeer
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Hello,
I'm trying to make a basic IK chain on a curve. I have the set up but I would now like to move the origin of the set up to somewhere else. The problem is that the capture region does not follow the new translation even if I transform before or after the Capture Node. Dose anyone have any ideas of how to do this? I seem to be missing a simple step somewhere?
Thanks
I'm trying to make a basic IK chain on a curve. I have the set up but I would now like to move the origin of the set up to somewhere else. The problem is that the capture region does not follow the new translation even if I transform before or after the Capture Node. Dose anyone have any ideas of how to do this? I seem to be missing a simple step somewhere?
Thanks
Technical Discussion » Dynamically add Wire Spring Constraints based on distance
- sessionbeer
- 39 posts
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Yea I've tried to rest the sim and make sure I'm playing from frame 1 but still seem to be having the issue. I'll keep having a look at it.
I've found bringing in the connect adjacent pieces to be more consistent, and seeing as they make up the springs, maybe there is a way to make the connected pieces always stay connected? Like how the springs work. Once they are made, they stay connected.
I've found bringing in the connect adjacent pieces to be more consistent, and seeing as they make up the springs, maybe there is a way to make the connected pieces always stay connected? Like how the springs work. Once they are made, they stay connected.
Technical Discussion » Dynamically add Wire Spring Constraints based on distance
- sessionbeer
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Although this seems like a viable solution, it seems really unstable sometimes it will bring in the constraints correctly, but then if you go and change a setting inside of DOPs and come back out, the Object Merge will copy & repeat each frame of the constraints. Not really an ideal way to work. Any other ideas? I'll post my solution if I find anything but currently this is the best one.
Technical Discussion » Dynamically add Wire Spring Constraints based on distance
- sessionbeer
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Ah I was bringing in the wrong node :shock: , I brought in the Merge Node inside DOP/SOPs which kept duplicating the geo. Thanks again!
Technical Discussion » Dynamically add Wire Spring Constraints based on distance
- sessionbeer
- 39 posts
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Is there a way to get the Constraint Network Guides (ie the connecting spheres and lines) back into SOPs?
Technical Discussion » Dynamically add Wire Spring Constraints based on distance
- sessionbeer
- 39 posts
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Thanks alot mestela, the wealth of information you provide is honourable!
Thanks again
Thanks again
Technical Discussion » Dynamically add Wire Spring Constraints based on distance
- sessionbeer
- 39 posts
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I've found this in the documentation:
It's a little frustrating as I'm obviously not an ‘Expert’ user ,but would really like to achieve the effect of dynamically adding wire Spring constraints based on distance. I kindly ask, could someone give me some advice or point me in the right direction? Thanks
The Glue Adjacent Pieces shelf tool creates a glue network between adjacent pieces for you automatically using a constraint network. Expert users can create the network geometry manually to achieve other effects, such as linking pieces based on some criterion other than proximity.
Expert users can modify the constraint_name (which specifies a piece of relationship data by name, such as Glue or Spring) on various lines using animation or a SOP solver, to dynamically switch between glue and spring constraints
It's a little frustrating as I'm obviously not an ‘Expert’ user ,but would really like to achieve the effect of dynamically adding wire Spring constraints based on distance. I kindly ask, could someone give me some advice or point me in the right direction? Thanks
Technical Discussion » Dynamically add Wire Spring Constraints based on distance
- sessionbeer
- 39 posts
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Hello,
Could some please help me with working out how to set up a scene where by wire spring constraints are created dynamically based on a distance threshold. I have currently set up a simple scene where I have a bounding box creating a ‘spring’ group in Sops, but the group does not update in Dops. I have done a lot of searching but haven't found anything related to this, or can't work out how to re-engineer different scenes for this task?
I would really appreciate some help on this please. I tried forcing the Anchor: Object Point Group to ‘Set Always’ but with no change?
Thanks
Could some please help me with working out how to set up a scene where by wire spring constraints are created dynamically based on a distance threshold. I have currently set up a simple scene where I have a bounding box creating a ‘spring’ group in Sops, but the group does not update in Dops. I have done a lot of searching but haven't found anything related to this, or can't work out how to re-engineer different scenes for this task?
I would really appreciate some help on this please. I tried forcing the Anchor: Object Point Group to ‘Set Always’ but with no change?
Thanks
Technical Discussion » PopGrains stream to create explicit connections with new pts
- sessionbeer
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Technical Discussion » PopGrains stream to create explicit connections with new pts
- sessionbeer
- 39 posts
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Hello,
I have read that popgrains may not be ideal for some hair/wire simulation, but I am interested is seeing the effects of getting something like this to work.
I would like to create constraints between every new particle and then run that through popgrains, this would give you a sort of spaghetti type effect I guess?
Has anyone done anything like this or have any idea of how to set this up?
Thanks
I have read that popgrains may not be ideal for some hair/wire simulation, but I am interested is seeing the effects of getting something like this to work.
I would like to create constraints between every new particle and then run that through popgrains, this would give you a sort of spaghetti type effect I guess?
Has anyone done anything like this or have any idea of how to set this up?
Thanks
Technical Discussion » H15 Grains spinning - how do I remove it?
- sessionbeer
- 39 posts
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Thanks for your reply jlait, that makes sense, but it's also a shame as the grain solver gave me a much better performance, and the ability to use POP force's etc.
Technical Discussion » H15 Grains spinning - how do I remove it?
- sessionbeer
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Hello,
I can't seem to remove the grain particles crazy rotation that's occurring. Im just using the shelf tool as an example, and then copy stamping a load of spheres on to the points, once this is done, I notice the fast spinning of the individual grains. Does any one now how to remove this, and have a move physical rotation reaction to the sim?
I've tried mass, friction but with no effect?
Thanks.
I can't seem to remove the grain particles crazy rotation that's occurring. Im just using the shelf tool as an example, and then copy stamping a load of spheres on to the points, once this is done, I notice the fast spinning of the individual grains. Does any one now how to remove this, and have a move physical rotation reaction to the sim?
I've tried mass, friction but with no effect?
Thanks.
Technical Discussion » Unfold geometry using UV's
- sessionbeer
- 39 posts
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Technical Discussion » Unfold geometry using UV's
- sessionbeer
- 39 posts
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Technical Discussion » Unfold geometry using UV's
- sessionbeer
- 39 posts
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Is it possible to unfold geometry in Houdini by using it's Uv's, similar to the Unwrap UVW modifier in 3Dsmax?
http://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/How-to-unfold-geometry-using-the-Unwrap-UVW-in-3ds-Max.html [knowledge.autodesk.com]
http://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/How-to-unfold-geometry-using-the-Unwrap-UVW-in-3ds-Max.html [knowledge.autodesk.com]
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