Bertin david

bdav

About Me

EXPERTISE
Freelancer
INDUSTRY
Advertising / Motion Graphics

Connect

LOCATION
Lyon, France
WEBSITE

Houdini Skills

ADVANCED
Procedural Modeling  | Environments  | Lighting
INTERMEDIATE
Cloth  | Crowds  | Pyro FX  | Fluids  | Destruction FX  | VEX
BEGINNER
Digital Assets  | Character Rigging  | Motion Editing  | Animation  | Hair & Fur  | Muscles  | Solaris  | Mantra  | Karma  | Realtime FX  | PDG

Availability

Not Specified

Recent Forum Posts

Flip SOP custom attribute point Feb. 24, 2025, 6:11 a.m.

mzigaib
Thank you for the help!
I did exactly that but for some reason it was not working and then I found out that if you have a "name" attribute on your geometry for some reason it does not work for the attributes to propagate maybe there is some mechanism inside the asset that gets confused when you use that, but now I know it works.

Cheers!

OMG thank you, the name on incoming geo was the problem, it drive me crazy
Cheers

Vellum constraint properties animation with expression Oct. 25, 2024, 5:15 p.m.

Oh that makes sense, thanks for answering, i will try : )

Vellum constraint properties animation with expression Oct. 25, 2024, 8:58 a.m.

Hi,
I'm trying to adjust the stiffness of a pin-to-target constraint with an expression : smooth($FF,1,48)



The problem is, it overrides completely the existing stiffness; doing @stiffness*smooth() or stiffness* smooth() doesn't work;

No big deal i thought, i just write in the vex code:
stiffness *= smooth($FF,1,48);
It doesn't work;

Now i figure out, there is 2 differents smooth fonctions: first one doesn't work in vex it seems, very confusing.




Well second smooth doesn't work either ! Any idea what i'm doing wrong? I could use some help here.
Thanks in advance