MegaLeon

MegaLeon

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Recent Forum Posts

Polygon / Pivot Orient works with Copy, broken with Facet Oct. 21, 2013, 11:54 a.m.

Hi Everyone,
I am working on some assets that will be exported to 3DS max, in more details I have a piece of geometry and I use a facet node with the “unique points” option checked to separate each face, run a few ops on them and then export them.

After importing it in 3DS max I run a script that makes every face an instance to each other, and makes some transformations to keep them in position.

Here's the catch: when I do this with a model whose faces have been separated by the facet node, it doesn't work correctly (the faces rotate at a weird angle). If, instead, I usa a copy node and stamp some boxes on the points of the SAME geometry, it all works perfectly.

I believe the copy node does some automatic operations (I read something about the orient and up attributes) that corrects the orientation. I tried any sort of operation on normals with no luck - any clue about how I could make it work with the facet implementation as well?

Compiling HDK - GB includes (pointgroup, attribs...) missing Oct. 7, 2013, 6:52 a.m.

Hi everyone,
I am trying to compile a HDK plugin I have found online (more precisely, the SOP_Dijkstra_Creator here: http://forums.odforce.net/index.php?/topic/14407-dijkstra-pathfinding-with-python/page__st__12 [forums.odforce.net], I have uploaded a copy here), but I am having some difficulties with the compiler itself.

The installation of VC2008 and the SDKs needed for compiling under Windows went fine as I can compile the SOP_Star example without problems using hcustom.

When I try to compile the aforementioned code, though, it tells me that it can't find the “GB/GB_ElementTree.h” among the includes - I've actually checked and in toolkit/include there's no GB folder at all. Why is that? Have they been deprecated? I've found no information online whatsoever.

Thanks for helping -

RBD Maker Breakable: Pieces incorrectly inherit bounce July 12, 2013, 2:20 p.m.

Hi, I am trying to achieve a simple glass falling and shattering to the ground, using hte “Make Breakable” option (aka the Voronoi Configure Object in the DOP network), and I have encountered a problem:

As you can see from the video, the pieces inherit the original “bouncy” collision response of the original, unshattered piece: this is incorrect and unrealistic, as I'd like for the pieces to continue their motion and then having their individual bounces.

Looking at the help, I thought that the options in the “velocity transfer” tab of the Voronoi node were responsible, but after playing with them, the simulation doesn't change.

Thanks in advance for your help.
Leon