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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.
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.
breaking for loop sop enclosed inside compile sops March 22, 2017, 12:50 a.m.
In addition to what has been said Tomas, your last paragraph actually describes what i was thinking about too. putting a huge network inside just a single compile block, for maximum versatility instead of patching a bunch of compile blocks as a hack way to overcome this For loops limitation which is suffering from some major performance issues. having a huge network means having lots of loops. developers write software and hit compile once to get the executable binary.