Europe Visual

HoudiniAmateur

About Me

Connect

LOCATION
Budapest, Hungary
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Alembic animation to blender, correct origin April 18, 2024, 7:56 a.m.

Enivob
Check the hip file for the technique I use. You do have to route the Cd attribute to a material and chose one of the Blender render modes which displays color information. You have to promote Cd to vertex inside Houdini for it to show up in Blender.
Thank you for this solution. It works perfectly. I have one issue with it though: the pivot or origin is not in the correct position. Origins not moving in alembic file. just the surfaces. I've attached how it looks in the FBX file and how it looks here. Is there any solution for this? Thank you for the help so far

Alembic animation to blender, correct origin April 17, 2024, 1:22 p.m.

Hello everyone! Can anyone help me with exporting this to Alembic format so that each sphere is a separate object? Currently, when I export, I can see the names of the spheres, but I can't see their points, vertices in Blender, nor can I add the Cd attribute because it doesn't exist. This is an animation consisting of 16000 frames where the spheres change at around frame 8000, along with the colors of their points. The color of the spheres comes from the Cd attribute, which I can see properly in Houdini. Initially, I tried to save it as an FBX, which would be perfect, but I only see the Cd attributes for the first frame, the color doesn't animate. If anyone can help with making the FBX export animated, that would be perfect. If it's not possible, Alembic would also be good, but it's important that the spheres are present on the points, and their color comes from the Cd attribute. Thank you!

Particle collision avoidance during transformation (Edited) April 16, 2024, 10:59 a.m.

I've made some edits to it, and I found a solution that you can also see in the video.

https://www.youtube.com/watch?v=cT0Pr2DbZd0 [www.youtube.com]

The cylinder is rotating, which transports the spheres like this. Unfortunately, it's not the best solution because if it weren't for the cylinder, it wouldn't work smoothly like this. Is there a solution that can recognize the obstacle and avoid it? Or should there be a stronger pulling force towards the target, so strong that it adheres to the surface of the cylinder? But not in a way that it bounces off quickly, but maintains the same speed.