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HOULY Daily Challenge » Day 16 | Animals: Feathers
- Stephen Bester
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HOULY Daily Challenge » Day 15 | Animals: Drool
- Stephen Bester
- 41 posts
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HOULY Daily Challenge » Day 14 | Animals: Scales
- Stephen Bester
- 41 posts
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HOULY Daily Challenge » Day 13 | Animals: Slime
- Stephen Bester
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Day 13. Still a day behind. Had a lot of problems trying to constrain the agents to the blob
HOULY Daily Challenge » Day 12 | Animals: Fur
- Stephen Bester
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HOULY Daily Challenge » Day 11 | Motion: Squash & Stretch
- Stephen Bester
- 41 posts
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HOULY Daily Challenge » Day 10 | Motion: Slow-mo
- Stephen Bester
- 41 posts
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HOULY Daily Challenge » Day 9 | Motion: Growth
- Stephen Bester
- 41 posts
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HOULY Daily Challenge » Day 8 | Motion: Falling
- Stephen Bester
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HOULY Daily Challenge » Day 7 | Motion: Speed
- Stephen Bester
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Day 7!
I'm not sure if it was funnier if he held on or not, but I went with it. Gets a bit crazy though.
I'm not sure if it was funnier if he held on or not, but I went with it. Gets a bit crazy though.
HOULY Daily Challenge » Day 6 | Motion: Swing
- Stephen Bester
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HOULY Daily Challenge » Day 5 | Motion: Wave
- Stephen Bester
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HOULY Daily Challenge » Day 4 | Elements: Fire
- Stephen Bester
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Day 4!
I do not enjoy working with pyro…
Everyone else's fire here looks amazing by the way!
I do not enjoy working with pyro…
Everyone else's fire here looks amazing by the way!
HOULY Daily Challenge » Day 3 | Elements: Water
- Stephen Bester
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HOULY Daily Challenge » Day 2 | Elements: Wind
- Stephen Bester
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HOULY Daily Challenge » Day 1 | Elements: Earth
- Stephen Bester
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Hey! Everyone's stuff looks great!
Here's my Day 1 submission:
Since I'm doing crowd RnD at work right now, I'm going to try to use Houdini Agents in all my Houly submissions as my personal challenge.
I'm lazy when it comes to rendering so I'll probably just do viewport captures all the way. This is 3661 agents by the way. Every frame, I'm emitting new agents just out of view and adding their ragdoll constraints into the sim. Otherwise it's just a force to origin and some post-sim editing.
Here's my Day 1 submission:
Since I'm doing crowd RnD at work right now, I'm going to try to use Houdini Agents in all my Houly submissions as my personal challenge.
I'm lazy when it comes to rendering so I'll probably just do viewport captures all the way. This is 3661 agents by the way. Every frame, I'm emitting new agents just out of view and adding their ragdoll constraints into the sim. Otherwise it's just a force to origin and some post-sim editing.
Technical Discussion » Bone angle at different frames.
- Stephen Bester
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Thanks, that's cool.
Interesting how you're using the determinant of your constructed matrix to get a full 0 - 360 deg angle. I don't pretend to understand bit of the math, but it looks very useful!
Interesting how you're using the determinant of your constructed matrix to get a full 0 - 360 deg angle. I don't pretend to understand bit of the math, but it looks very useful!
Technical Discussion » Bone angle at different frames.
- Stephen Bester
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You could use a chf(“../boneangleparm”, 0) expression on another parm to get the boneangle expression at frame 0. Then subtract it from the current bone angle to get the difference. You could also use fit() on the difference to get a normalized value to drive shapes or other secondaries.
It might not be elegant for all situations, but it works in this case.
It might not be elegant for all situations, but it works in this case.
Technical Discussion » Radial menu in the network editor
- Stephen Bester
- 41 posts
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dchow1992
I've also been working on one in my free time, you can see if it works for you if you want
https://vimeo.com/251253577 [vimeo.com]
This is amazing!
Thank you so much for sharing. The customization is great! I love that you can launch your own scripts as well.
I never have to ‘aw’ myself an attribute wrangle again. From now I'm pick-whipping a ‘YEEEHAAAW’ node!
Hey SESI. Take note!
Edited by Stephen Bester - 2018年12月22日 12:49:07
Houdini Lounge » GLTF 2.0 file format
- Stephen Bester
- 41 posts
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