newbie: deform by curve/ curve offset?

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Hello to everyone, i'm just moving from Softimage to Houdini, so i'm still in learning process.
For me best way to learn is to jump into fire (so i started new project right into Houdini)

maybe it's dull question but i didn't manage the right answer to it. i need to create conveyor (chain like) so i created object i and then add copy node it on resampled curve. So model is done, but i can't find a way to move it along that curve.

In Softimage i would use deform by curve deformer, and let curve that object is copied on follow that shape i want. but don't know what approach to use in Houdini, cause i cant find deforming by curve

Basically i need to create moving Tank Threads

thanks in advance,
Mladen
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On each Geo Object, you can attach a curve and translate the object along that curve. But like you I am unable to find a way to deform along the same curve
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take a look at this

http://www.orbolt.com/asset/animatrix::pathDeform::1.00 [orbolt.com]
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Something like this?
(Delete first Point added…)
Edited by matthias_k - Feb. 18, 2017 16:04:44

Attachments:
simple_tank_threads.hip (67.1 KB)

English is not my native language, sorry in advance for any misunderstanding :-)
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Sorry, small correction,
order must be set to 4 not to 2
comment is in file, too.

If you need better part placement, use “Bones from Curves” with measure for bone length,
then animate the bones…
If you need it in simulations maybe try a hinge.

Attachments:
simple_tank_threads_animated.hip (69.4 KB)

English is not my native language, sorry in advance for any misunderstanding :-)
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One last note :-)

When I was working on accurate moving tank threads
main problem was exactly matching thread part length parts,
that's why I said “Bones from Curve” another approach,
which should be not visible in animation is maybe to use
a “Match Size” SOP, but if you play with the “resample1 -> length”
you'll notice the problem in a procedural construction :-)

In my opinion it depends on your needs.
Simple modelwith animation along path
or complex simulation in terrain?
….

Hope the attached file is helpy.

Attachments:
simple_tank_threads_animated_add_geo.hip (82.2 KB)

English is not my native language, sorry in advance for any misunderstanding :-)
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Thanks, peeps. Will have a look.

@matthias_k.. Houdini keeps crashing when I try to load your file.

Oh wait. Do you mean use bones along curves kind of approach and then deform the Mesh by binding it to the bones ?
Edited by nisachar - Feb. 18, 2017 17:53:35
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Houdini keeps crashing when I try to load your file.

Hmmmm, usual v 15.5.

Then see construction video here:
http://the-final.com/houdini/Create_Tank_Threads.mp4 [the-final.com]
http://the-final.com/houdini/Create_Tank_Threads_Expression.mp4 [the-final.com]

should be easy to follow…
English is not my native language, sorry in advance for any misunderstanding :-)
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Do you mean use bones along curves kind of approach and then deform the Mesh by binding it to the bones ?

Yes, something like this:
http://the-final.com/houdini/Bones_from_Curve.mp4 [the-final.com]

If the bones become distorted, dive inside the “KIN_Chops” and move the “Blend” on the
“KIN_chain_bone” SOP. With this solution you can set individual length, but
to make it really procedural, you have much mork work.
English is not my native language, sorry in advance for any misunderstanding :-)
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wow thanks everybody for quick answers

specially thanks to you Matthias_k, that solution with carve node is exactly what i looking for.
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matthias_k
Houdini keeps crashing when I try to load your file.

Hmmmm, usual v 15.5.

Then see construction video here:
http://the-final.com/houdini/Create_Tank_Threads.mp4 [the-final.com]
http://the-final.com/houdini/Create_Tank_Threads_Expression.mp4 [the-final.com]

should be easy to follow…


Works ! Will try the bones next version to deform an existing geometry.

Thanks !!

Attachments:
TEST-CarveSOP.hiplc (100.6 KB)

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