EZiniT .
EZiniT
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London,
United Kingdom
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Houdini Skills
ADVANCED
Procedural Modeling | Environments | Digital Assets | Character Rigging | Motion Editing | Animation | Hair & Fur | Cloth | Crowds | Muscles | Solaris | Mantra | Karma | Lighting | Pyro FX | Fluids | Destruction FX | Realtime FX | PDG | VEX
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Recent Forum Posts
Objects orient and align Dec. 15, 2025, 6:53 a.m.
Hi Randy,
Certainly curious about all that vex that at first look there seems to be much easier solutions for the end result.
(maybe I am just not grasping the bigger picture here)
Is it not feasible to keep this very basic and thus magnitudes faster with something like a blendshape,
sequence blend and some simple adjustments during transition in a vop etc.
I might be way off but it's an interesting question and either way was fun pulling apart your impressive vex code.
Certainly curious about all that vex that at first look there seems to be much easier solutions for the end result.
(maybe I am just not grasping the bigger picture here)
Is it not feasible to keep this very basic and thus magnitudes faster with something like a blendshape,
sequence blend and some simple adjustments during transition in a vop etc.
I might be way off but it's an interesting question and either way was fun pulling apart your impressive vex code.
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Simple Incrementing Counter Dec. 13, 2025, 12:45 p.m.
If you can, share a hip file and the final result you want to achieve.
Simple Incrementing Counter Dec. 13, 2025, 7:45 a.m.
Try "floor(@Frame/24) it will simply increment the counter by 1 every 24 frames (working outside of a solver)
In hindsight you specifically said "The counter should increment by one each time when @Frame % N == 0;"
The way to achieve this is using a solver as you mentioned used to work with the "previous frame"
Confusing at first yes, but simple fact is Houdini works per frame so any calculation is done in "that frame"
and adjusted in future frames by some reference like @Time, @Frame that actually changes per frame
rather than the "result" of the calculation.
Attached is a hip that hopefully will do a much better job explaining than me.
The wrangle in the solver will know what count is from the previous frame and add 1 to it using your formula.
(pretty much like standard coding)
The wrangle outside the solver will only add 1 when frame % N == 0..(Frame 24)..otherwise the result will be 0
as it has no clue what it was on the previous frame.
(think excel spreadsheet)
Hope that helps.
In hindsight you specifically said "The counter should increment by one each time when @Frame % N == 0;"
The way to achieve this is using a solver as you mentioned used to work with the "previous frame"
Confusing at first yes, but simple fact is Houdini works per frame so any calculation is done in "that frame"
and adjusted in future frames by some reference like @Time, @Frame that actually changes per frame
rather than the "result" of the calculation.
Attached is a hip that hopefully will do a much better job explaining than me.
The wrangle in the solver will know what count is from the previous frame and add 1 to it using your formula.
(pretty much like standard coding)
The wrangle outside the solver will only add 1 when frame % N == 0..(Frame 24)..otherwise the result will be 0
as it has no clue what it was on the previous frame.
(think excel spreadsheet)
Hope that helps.
Image Not Found