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Vellum collision penetration 2020年7月8日8:00

tamte
You can try running your Geo through quick Soft Target constrained Vellum Sim to resolve the collisions, assuming your starting pose is not penetrating

This saved me a big headache. I ran the collision geo through the solve with high substeps to resolve collisions and used that. Best part is that because the collisions are resolved dynamically there is not pinching as the pscale will always leave a small gap for the vellum geo to occupy after the fact.

Thanks for this.

Point Deform flattens geometry 2018年3月29日10:18

The point deform needs to have 3 things. The incoming geometry, a static reference frame for the deforming “cage” mesh and the animated deforming “cage” mesh.

I say cage because the deforming pieces need to have some thickness to then to deform a single surface. You can do it with a single surface but you will probably get similar results to what you have.

1. Do a polyExtrude, just before you pipe your deforming geo into your pointDeform.
2. Make sure that all geometry coming into the pointDeform is unpacked. Or you will get limited deformation around that point.

Hope this helps