[Sidefx-houdini-list] HE pintoanimation
jlait at sidefx.com
Tue Dec 3 11:38:22 EST 2013
My understanding is that it is best to use the targetv/airresist
to set a very high, damped, force to constrain rather than directly
editing v. This lets the solver better react to the constraint,
but does mean you don't get exact matching.
On Sun, Dec 01, 2013 at 06:35:02PM +0100, Nick Nimble wrote:
> Currently I'm directly affecting the velocity of the points I like
> to animate, (basically feeding the difference between the cur pos
> and the target position, limited by the length of the distance so
> avoid overshoot, to v) in a SOP Solver and this seems to do the
> trick as a proof of concept.
> Though I'm still curious if anyone can enlighten me on the
> pintoanimation subject.
> Nick, be Nimble
> +31 622 4243 94 | www.nicknimble.com | www.facebook.com/nicknimble
> On 01/12/13 18:07, Nick Nimble wrote:
> >I'm trying to pull a squishy object into two pieces. I would like
> >to animate the two ends and have what is in between handled by the
> >I figured I would animate the Target Geometry and use the
> >pintoanimation attribute to tell the solver which points need to
> >be matched to the Target Geometry and which should be exposed to
> >forces. To me it seems the pintoanimation attribute acts more as a
> >soft vs hard-constrain. Where I'm looking for an absolute
> >influence control.
> >Any ideas?
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- Jeff Lait
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