[Sidefx-houdini-list] computing world space velocity
pbowmar at gmail.com
Fri Jul 11 02:01:06 EDT 2008
My very brief look at the Object Position DOP makes me think it should
also be at least calculating Angular Velocity.
If you dive inside you'll see that the Object Position DOP is really
just a Motion DOP wrapped up for ease of use. I'm not able to
investigate right now but it certainly seems like Rotation is factored
in. If not, perhaps a bug? Since it's just an HDA, you can fix it
yourself or build your own which to me is the cool thing about the
design philosophy behind DOPs.
Hope that helps!
2008/7/10 Michael O'Brien <mobrien at pixar.com>:
>> -----Original Message-----
>> From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-list-
>> bounces at sidefx.com] On Behalf Of Peter Bowmar
>> Sent: Wednesday, July 09, 2008 8:32 PM
>> To: sidefx-houdini-list at sidefx.com
>> Subject: Re: [Sidefx-houdini-list] computing world space velocity
>> I was also thinking that you might investigate the Object Position
>> DOP, to import the objects' positions directly into DOPs, then Apply
>> Data onto the "static" objects. That way the velocity is "native" in
>> DOPs rather than calculated on points. I have no idea if this is
>> appropriate for your scene though :)
> The OBJ Position DOP is great. It integrates really well with what we are
> doing and provides linear velocity. Is there a DOP that computes the
> rotational velocity in a similar manner?
> (snip) 8<----
> Michael K O'Brien Production Engineering
> Pixar mobrien at pixar.com
> REMY: What is that?
> EMILE: I don't really know.
> REMY: You don't know... and you're eating it.
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