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sorian

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Recent Forum Posts

Unmatched vex transform output compared to rig pose output Oct. 23, 2023, 7:09 p.m.

In my asset I want to mimic rig pose output by calling transform functions in vex. I followed matrix multiplication orders mentioned in the rig pose documentation. but results are not same. even for pre-multiply mode which should not have need any special treatments there is some transform shift.

what's the problem?

as a test case and for simplicity, attached file code, works on point 0 and 2 of the chain.

I struggled badly here. any help would be greatly appreciated.

Getting the Falling Ball Control with the Hard Constraint Aug. 1, 2020, 3:18 p.m.

For those of you that might be interested in this challenge:

Getting the Falling Ball Control with the Hard Constraint July 26, 2020, 8:43 p.m.

Hard constraint's both points there are at same position.
the ball is falling and after some frames of simulation hard constraint wants to handle the ball movement with respect to the happened constraint to ball offset at switch time.
how can i do this in a smooth way without any ball jumping and hard constraint length change at switch time?

Seems hard constraint considers just initial SOP level offset to the ball not simulated one, for its internal calculations which causes jumpy transition and after a couple of frames it ignores the ball's simulated offset completely.

Initial scene setup in the attachment.