Andi Farhall
Andi Farhall
About Me
専門知識
Generalist
INDUSTRY
Film/TV
Connect
LOCATION
United Kingdom
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Houdini Skills
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Not Specified
Recent Forum Posts
problem with redshift proxy export 2023年5月16日12:06
The node you're using to export the proxy needs to have it's display flag on. I've run into this before.
Rotation... before, during and after simulation oddness 2023年5月16日10:43
Hi all,
I'm doing a simplified "falling pebbles" simulation, using packed cubes as rigid bodies through a pop source, then using @instancefile after the sim to replace the cubes with rocks... Works a treat, but rotations (or display of) are a bit screwy.
Using @orient to randomise the rotation of the cubes before simulation, the simulation and dopimport stage seem to display rotation slightly off, bit when I copy to points the original master cube after the dopimport to check rotations it looks correct.
Going a different route and using a randomised @N and @up the sim and dopimport match the initial setup visually, but the copies now won't match their rotation to the incoming data... Unless I unpack first in which case I obviously get 8 cubes for each input.
Is the display thing with @orient a known gotcha? (not known by me obvs). And How would I go about making the @N & @up route match at the end?
cheers,
A.
I'm doing a simplified "falling pebbles" simulation, using packed cubes as rigid bodies through a pop source, then using @instancefile after the sim to replace the cubes with rocks... Works a treat, but rotations (or display of) are a bit screwy.
Using @orient to randomise the rotation of the cubes before simulation, the simulation and dopimport stage seem to display rotation slightly off, bit when I copy to points the original master cube after the dopimport to check rotations it looks correct.
Going a different route and using a randomised @N and @up the sim and dopimport match the initial setup visually, but the copies now won't match their rotation to the incoming data... Unless I unpack first in which case I obviously get 8 cubes for each input.
Is the display thing with @orient a known gotcha? (not known by me obvs). And How would I go about making the @N & @up route match at the end?
cheers,
A.
Constrained collision objects 2023年4月18日11:16
Hi all,
I've noticed an object that gets it animation from a constraint (path in this case) affects flip much more than a simple object level animation doing the same move.
I'm assuming the object and sop level animations are correct as they match, and the constrained one is wrong. I know constraints are a bit different in H, should I steer clear of using them in cases like this?
cheers,
A
EDIT:
I've actually got this the wrong way round... The sop level animation is the odd one.
I've noticed an object that gets it animation from a constraint (path in this case) affects flip much more than a simple object level animation doing the same move.
I'm assuming the object and sop level animations are correct as they match, and the constrained one is wrong. I know constraints are a bit different in H, should I steer clear of using them in cases like this?
cheers,
A
EDIT:
I've actually got this the wrong way round... The sop level animation is the odd one.