Luke Letellier

Luke Letellier

About Me

Not Specified
Not Specified


Recent Forum Posts

Correct Agent Orientation on Surface June 29, 2018, 4:30 p.m.

I'm populating agents on a sphere. When I hit play, the agents populated on sphere polygons whose @N.y>0 orient themselves to the surface normals correctly. However, those agents populated on polygons where @N.y<0 orient themselves so that they are walking on the inside of the sphere rather than the outside. Is there an adjustment I can make so that they orient themselves correctly (so that they walk upside down)?

I'm trying to avoid populating them only on the top half and giving them pre-roll to wander onto the other regions, as I have other more complex shapes that I'd like to do the same thing with.


Polyreduce an Agent June 29, 2018, 4:07 p.m.

Is it possible to polyreduce an agent before duplication and still have the motion capture clips function correctly? I've opened up the mocapbiped –> geo_Skin node, and tried plopping a polyreduce beneath the file node, but it's not having any effect at all.


Cleaner Font Splines June 27, 2018, 3:55 p.m.

C4D must allow ngons with holes, but Houdini doesn't as far as I can tell, so you will always have those edge cuts on letters with central holes.

Sorry for the super late reply!

^Your quote there explains the situation best; this limitation of Houdini made some effects complicated in the past, such as using the text spline as a sweep for a custom shaped bevel, placing seamless textures on the face of extruded text, or for using the “o” spline as a profile spline in a sweep to create pipes/tubes with thickness. Those are all doable in C4D, but there are small gotchas like these hidden in the H workflow.

What I'll probably do is simply create my text splines in C4D & send them over to H as alembics.

Thanks again for the help!