[Sidefx-houdini-list] Deform by null

Louis Dunlevy ld at dneg.com
Fri Mar 14 07:24:43 EDT 2008


It would be great if sesi implemented this in the character tool 
however... go on ses, you know you want to! ;-)

guillaume laforge wrote:
> Hi Ben,
>
> It looks like a very good solution. I will give it a try !
>
> Cheers,
>
> Guillaume
>
> On Thu, Mar 13, 2008 at 11:12 AM, Ben Schrijvers <
> ben.schrijvers at guerrilla-games.com> wrote:
>
>   
>> Hi Guillaume,
>>
>> Maybe you can turn your clusters into points. Then put a transform
>> matrix (or normal & upvector) as an attribute on each point.
>> Then on each leave store a point attribute that is the point number of
>> the clusterpoint you want that leave to follow.
>> You could transfer the cluster point number to the leaves with a
>> attribute transfer when everything is in a rest possition.
>>
>> You could then make a vex node with the leaves as the first input and
>> the cluster as the second.
>> For each point you get the transform matix from the second input points
>> using the cluster number attribute to find the right point.
>>
>> I geuss it's basicly what bones do but then without the weighting.
>>
>> cheers,
>> benS
>>
>> guillaume laforge wrote:
>>     
>>> Hi,
>>>
>>> Is it possible to deform/capture some polygons using nulls instead of
>>>       
>> bones
>>     
>>> in Houdini ? I've got a polygon mesh (a plant) with several groups (one
>>>       
>> by
>>     
>>> leaves) and I would like to animate each polygons groups using a null
>>>       
>> object
>>     
>>> like "cluster center" in XSI.
>>>
>>> Thanks for any advice.
>>>
>>> Cheers
>>>
>>>
>>>       
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