The tutorial always working perfectly. I just didn't know I had it right. I didn't realise yours fall. I am very familiar with Mixamo and Maya Mocap sample but it didn't dawn on me that the entire character, including the mocap is dynamically solving or falling. This means it's better or more dynamic than character that keep walking even though they are crumbling. Thanks.
Can you do another tutorial like this but this time, he picks up a prop (bottle, cup, hammer) and smashes it against a bar, or table with half of it still in his hand? Or even a chair, but one piece with the end smashed and the rest still constrained or held in his animated hand? Let me know if you need an animation cache for character or scene. I can sit it up to make it easier.
@@resilientpicture Thank you very much. I chatted with Jeff Wagner from Houdini. In general it seems the effect I wanted to do wasn't as common as I thought it should be. However, I believe with the technique in this video, and someone who really knew houdini could do it. If there any assets you need I can, can provide. Here's another video to better elaborate. It would be great if it could be done in Houdini 17.5, I'm not on 18. ruclips.net/video/-gNCPG3VNIg/видео.html
No worries, sorry i missed this comment. I can certainly try. For starters to pick up a prop you may wanna try the techniques in this video. ruclips.net/video/0XPCNxefOz8/видео.html
What is the i@deforming=0 doing? Is it to stop the pieces that break off from continuing to deform? Presumably @deforming is a Houdini inbuilt attribute (like @active) related to the Point Deform node?
@@resilientpicture Thanks for your reply. Does @deforming only work with packed primitives? Is this the way it works: each packed primitive piece is represented by a point and so this point can have its deformation activated/deactivated with the @deforming attribute set to 1or 0? @deforming can't be applied to unpacked fractures, is that right?
@@litote9 it's a good question. I believe it can only be used in packed primitives. The only reason I say this is because in the dop network you have the option to use deforming in rbdpackedobject node. But, I can't be sure as I haven't used unpacked rbd object in dop for a long time now. Best thing would be try it out. Hope this helps.
Hei, at 14:50 you use a multi solver to connect the rigid body solver con il RBD object...When I do it the mesh still doesn't move thoug...Any idea why is that? Thanks
hey! My point deform looks so bad... no idea why.. and another thing I'm doing this with an alembic and even after converted it it doesnt animated on the autodop any idea? thanks for the tut!
Dont know what happening with my character it just fall to the ground after glue constraint deleted by the bounding object. And pieces won't stop moving and spining around character
@@resilientpicture yes i do follow full tutorial , I tried doing it with active by color attribute. That worked but pieces also moved with character. Is there a problem with houdini mocap characters.?
@@resilientpicture Thanks!! I have it. Been working on it. I'm new to Houdini, so I have legacy version. Only problem, actually two. I used an Alembic so I had to UnPack for the animation to read into the Deformer, but it worked. However, my whole character falls instead of only working in the group. The constraints work but after I add the AutoDOP the gravity is not isolated to the primitives in the group. I'll try again. Last thing, this is just what I needed. All I needed was to fracture a moving character. I'll try it again. I wish there was a way to convert my Alembic to BGeo.sc.
No worries. I am glad it helped. After unpacking alembic everything should fall in place just like in the tutorial. If all of your geo is falling apart that means something is not working. What I can suggest is to double check this. Constraints work with primitives but its the points you want the active parameter enabled to on the outside. Does that make sense?
@@resilientpicture I have done it over a few times now. I even learn how to convert it to a .bgeo, however every time I get to the adding the ground plane, it falls. I thought maybe it was just passing through so I moved it up. Everything seemed to work exactly the same. He even breaks apart based on the sphere. He just won't stand up. Even when I started again from it only fails at the gravity, ground plane. I've backed tracked dozens of times. -Edit: Opps! It's suppose to fall down. Thanks. It's correct.
@@resilientpicture Wait!! Yours is falling over. It just dawned on me that your character falls over too. lol. I did it right. Only thing I didn't do is animate the sphere to follow the character because he walks into in my animation. Thank you so much for your time and tutorial. My animation is different i just falls over before yours but stll collides with the ground plane. However I dio have a small pass-through issue it works though Thanks.
The tutorial always working perfectly. I just didn't know I had it right. I didn't realise yours fall. I am very familiar with Mixamo and Maya Mocap sample but it didn't dawn on me that the entire character, including the mocap is dynamically solving or falling. This means it's better or more dynamic than character that keep walking even though they are crumbling. Thanks.
Yes, it seems to work that way. its certainly better.
Can you do another tutorial like this but this time, he picks up a prop
(bottle, cup, hammer) and smashes it against a bar, or table with half
of it still in his hand? Or even a chair, but one piece with the end
smashed and the rest still constrained or held in his animated hand? Let
me know if you need an animation cache for character or scene. I can
sit it up to make it easier.
Sure I can try it. I have some tutorials to cover first and then I can certainly have a look at it. 🙂
@@resilientpicture Thank you very much. I chatted with Jeff Wagner from Houdini. In general it seems the effect I wanted to do wasn't as common as I thought it should be. However, I believe with the technique in this video, and someone who really knew houdini could do it. If there any assets you need I can, can provide. Here's another video to better elaborate. It would be great if it could be done in Houdini 17.5, I'm not on 18.
ruclips.net/video/-gNCPG3VNIg/видео.html
No worries, sorry i missed this comment. I can certainly try. For starters to pick up a prop you may wanna try the techniques in this video. ruclips.net/video/0XPCNxefOz8/видео.html
Thank you, waiting for the next one
Good houdini tuts are not always easy to find
+pat hender thanks for your kind comments. I intend to do more. Stay tuned.
Thanks man. I just started learning houdini and this is really help me in my latest project
You are welcome and thanks for your kind comments. Have fun.
What is the i@deforming=0 doing? Is it to stop the pieces that break off from continuing to deform? Presumably @deforming is a Houdini inbuilt attribute (like @active) related to the Point Deform node?
Hi Presque vu, that's exactly what it is. :)
@@resilientpicture Thanks for your reply. Does @deforming only work with packed primitives? Is this the way it works: each packed primitive piece is represented by a point and so this point can have its deformation activated/deactivated with the @deforming attribute set to 1or 0? @deforming can't be applied to unpacked fractures, is that right?
@@litote9 it's a good question. I believe it can only be used in packed primitives. The only reason I say this is because in the dop network you have the option to use deforming in rbdpackedobject node. But, I can't be sure as I haven't used unpacked rbd object in dop for a long time now. Best thing would be try it out. Hope this helps.
Cool tut!Thank you very much!
+Vadim Zadoroghniy thanks. you are welcome.
Thank you so much !
You are welcome
Hello, after adding ground plane, my model starts to fell down, but the animation & fracture works fine... how to solve this?
That means all of your points are active maybe.
i cant get you, which points you are saying, in which node? please explain me...
@@resilientpicture
Ok I mean, only when you activate points the animated geometry follows gravity. In your case it looks like that. Does this make sense?
Yes I got it... thank you very much
@@resilientpicture
You are welcome
Hei, at 14:50 you use a multi solver to connect the rigid body solver con il RBD object...When I do it the mesh still doesn't move thoug...Any idea why is that? Thanks
I guess you solved the issue now?
I have the same issue...
Hi,
The previous issue was solved by correcting a spelling error. I am not if that’s the case with yours but please check spelling of all attributes.
hey! My point deform looks so bad... no idea why.. and another thing I'm doing this with an alembic and even after converted it it doesnt animated on the autodop any idea? thanks for the tut!
+Diogo DoublE Santos hi, are you doing any poly reduction before deform?
Resilient Picture Company nop
+Diogo DoublE Santos can you send me the file, I'll have a look
email? :)
Resilient Picture Company never mind ive found issues
Dont know what happening with my character it just fall to the ground after glue constraint deleted by the bounding object.
And pieces won't stop moving and spining around character
I am not sure why that is happening, but did you follow the tutorial fully?
@@resilientpicture yes i do follow full tutorial ,
I tried doing it with active by color attribute. That worked but pieces also moved with character.
Is there a problem with houdini mocap characters.?
Shouldn't have issues with mocap, the concept is the same. Send me the file, I can have a look but it may be by the end of this week.
I tried it again with alembic file and its worked fine but some pieces still moving.
@@AhmadAli-ej9ly That's great. Glad to hear you sorted it.
Hi, What version of Houdini is this? Thanks.
Its been a while now, I think its Houdini 16.0. Hope this helps.
@@resilientpicture Thanks!! I have it. Been working on it. I'm new to Houdini, so I have legacy version. Only problem, actually two. I used an Alembic so I had to UnPack for the animation to read into the Deformer, but it worked. However, my whole character falls instead of only working in the group. The constraints work but after I add the AutoDOP the gravity is not isolated to the primitives in the group. I'll try again. Last thing, this is just what I needed. All I needed was to fracture a moving character. I'll try it again. I wish there was a way to convert my Alembic to BGeo.sc.
No worries. I am glad it helped. After unpacking alembic everything should fall in place just like in the tutorial. If all of your geo is falling apart that means something is not working. What I can suggest is to double check this. Constraints work with primitives but its the points you want the active parameter enabled to on the outside. Does that make sense?
@@resilientpicture I have done it over a few times now. I even learn how to convert it to a .bgeo, however every time I get to the adding the ground plane, it falls. I thought maybe it was just passing through so I moved it up. Everything seemed to work exactly the same. He even breaks apart based on the sphere. He just won't stand up. Even when I started again from it only fails at the gravity, ground plane. I've backed tracked dozens of times. -Edit: Opps! It's suppose to fall down. Thanks. It's correct.
@@resilientpicture Wait!! Yours is falling over. It just dawned on me that your character falls over too. lol. I did it right. Only thing I didn't do is animate the sphere to follow the character because he walks into in my animation. Thank you so much for your time and tutorial. My animation is different i just falls over before yours but stll collides with the ground plane. However I dio have a small pass-through issue it works though Thanks.
FILE PROJECT?
Unfortunately I don't have the file anymore. Sorry about that.