Ryan Hartmann

Rhartmann

About Me

Houdini FX/CFX Artist
業界:
Film/TV

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Recent Forum Posts

Hip files from Sidefx demo videos? 2019年4月11日10:03

Some of the examples are now in the H17.5 example files - most of their examples are easily recreate able.

Vellum Cloth Thickness 2019年4月11日10:01

Tbh Cloth isn't super thick in real life anyway so it shouldn't rly matter. You should adjust your thickness based on the resolution of the cloth. Now, If you are getting cloth that is too “bendy” you can simply just adjust the stiffness parameter on the cloth object - or even add in a bit of plasticity. This will keep your cloth less like silk and set you up for success when you are wrapping your hero geo to the sim geo. After you have “wrapped” your hero geo to the sim you can head into cleanup - If you have a proper workflow then it should be minimal

Vellum Cloth Questions coming from nCloth Maya 2019年4月8日9:16

Hey Adnan,

So like all things in Houdini there are multiple ways to solve try and get to those but I'll try to break it down a bit based on how I'm doing it



In terms of mimicking the Input attract one of the easiest ways is to pin the “sim cloth” to the animated cloth. If you are not receiving a “wrapped cloth” from animation you can easily make it yourself by just point deforming the cloth to the animated character. Once you have this “wrapped cloth”, you can pin the cloth to the anim with varying levels of strength to get the desired effect. There should be a example of this in the H17.5 help example files under the name “sop_example_armtarget”. Alternatively, because vellum is basically particles, you can just use the pop attract to have the cloth try to stick to it's corresponding “animated” counterpart. I haven't tested the speed of the two methods but I have made a series of cfx tools that use that as a base.

For the retaliative motion if you are trying to solve at origin you can simply (in a subnet) Pack-> wrangle v@P =set(0,0,0); -> unpack - this will give you a semi motion killed animation to work with. In order to reverse it simply attach an “add” node after the pack and then in another subnet - (resulting anim into first input of a wrangle - obj merge point into second) -> @P += point(@OpInput2, “P”, 0);.

Hopefully that helps and If i have time Ill try to come back and upload a scene file