[Sidefx-houdini-list] How to control RigidBody instances

Olivier Jeannel facialdeluxe at gmail.com
Thu Nov 30 06:21:39 EST 2017


Sorry, heres a link to my drive
https://drive.google.com/open?id=13AEKxOVDP72C8S_GtE1YXQbUAmARHucQ
I forgot that the attached files might be to heavy for the mail list.

2017-11-30 12:19 GMT+01:00 Olivier Jeannel <facialdeluxe at gmail.com>:

> I think it is working here, check the file :)
>
> As long as the target points (input2 of the CopySOP) have "orient"
> attributes, the copySOP should use it to orient the copy.
>
> I made a little tut about "orient" and 3x3matrix.
> You can see 2 methods for orienting with attributes before the copySOP and
> after the copySOP
> https://vimeo.com/207626604
>
>
> 2017-11-30 10:09 GMT+01:00 Thomas Volkmann <listmail.3d at gmail.com>:
>
>> Alright...still havent figured it out.
>>
>> So if we take your example as a basis, I want to create a new Geometry
>> object, merge in your cube animation and replace the cubes with something
>> else.
>>
>> My approach would be:
>> MergeObject(Cubeanim)->add(deleteGeo)->copytopoints(input2)   and
>> sphere->(copytopoints(input1)
>> Works fine, except I don't get the rotations... :(
>>
>>
>> On Thu, Nov 30, 2017 at 9:15 AM Thomas Volkmann <listmail.3d at gmail.com>
>> wrote:
>>
>> > Thanks a ton Olivier! Some initial confusion and instant enlightenment
>> > going on here :)
>> > You gotta love the fact that you can just look at the generated VEX code
>> > from your attribute-vop.
>> > Extractxform translates to cracktransform... this is probably what I am
>> > looking for.
>> > Great seeing the randomize-value-by-range nodes! I think I did these on
>> my
>> > last project, too. And a randomize-vector-by-cone. Wasn't there a thread
>> > somewhere with people building ICE compounds in Houdini? I'll have to
>> look
>> > for it again.
>> >
>> > On Wed, Nov 29, 2017 at 10:40 PM Olivier Jeannel <
>> facialdeluxe at gmail.com>
>> > wrote:
>> >
>> >> Here is the setup, I added some comments.
>> >> https://drive.google.com/open?id=1swFzpbJ34b4mT9cJxneFa6gZuDZZmx20
>> >>
>> >> It shows 2 methods
>> >> 1/ pointVOP creates classic P and Orient and then turn these into
>> >> IntrinsicTransform
>> >> 2/ pure VOP Intrinsic
>> >>
>> >> I often use these setups,  (once get used to) they are very similar to
>> how
>> >> we animated stuff in ice.
>> >>
>> >>
>> >>
>> >>
>> >> 2017-11-29 21:16 GMT+01:00 Olivier Jeannel <facialdeluxe at gmail.com>:
>> >>
>> >> > I have a setup in vop to intrinsic transform. I can share it if you
>> want
>> >> > to have a look.
>> >> >
>> >> > 2017-11-29 16:25 GMT+01:00 Thomas Volkmann <listmail.3d at gmail.com>:
>> >> >
>> >> >> Thanks Olivier, I think I stumbled upon that video during a former
>> >> Houdini
>> >> >> project. Definitely makes the SI to Houdini transition easier...
>> >> >> But now to the latest problem....
>> >> >> I want to replace the rigidbodies with some other object after the
>> >> >> simulation.
>> >> >> So I merge the sim-object, use "add" to delete the geo and just keep
>> >> the
>> >> >> points (very intuitive) and then I want to use a "copy to points"
>> node.
>> >> >> By default everything goes haywire, but when I disable "transform
>> using
>> >> >> point orientations" hte objects end up in the right positions but
>> have
>> >> a
>> >> >> static rotation.
>> >> >> I guess I have to get the intrinsic transforms and apply them to the
>> >> point
>> >> >> orientation (or similar) before the copy, but I really can't figure
>> it
>> >> out
>> >> >> atm....
>> >> >> Any ideas?
>> >> >>
>> >> >> On Wed, Nov 29, 2017 at 10:44 AM Olivier Jeannel <
>> >> facialdeluxe at gmail.com>
>> >> >> wrote:
>> >> >>
>> >> >> > If triggers for sims is you're thing, I enjoyed this tut :
>> >> >> >
>> >> >> > http://shortandsweet3d.blogspot.fr/2017/01/xsi-to-houdini-4-
>> >> >> from-states-to-streams.html
>> >> >> > If you're in pop or dop and want to play it like in ice State
>> >> >> > Machine, Mikael Pettersén nailed it.
>> >> >> >
>> >> >> > 2017-11-29 10:35 GMT+01:00 Olivier Jeannel <
>> facialdeluxe at gmail.com>:
>> >> >> >
>> >> >> > > You can use "Attribute Create" if you're in sop.
>> >> >> > > Otherwise in Vop, "Bind Export".
>> >> >> > > Checking with the Geometry Spreadsheet to insure every
>> attributes
>> >> are
>> >> >> > > there, or hit "x" and click a node to create a temporary
>> >> vizualizer.
>> >> >> > >
>> >> >> > > 2017-11-29 9:29 GMT+01:00 Thomas Volkmann <
>> listmail.3d at gmail.com>:
>> >> >> > >
>> >> >> > >> Yep, I found merging and then referencing the input to be the
>> most
>> >> >> > >> straight
>> >> >> > >> forward for me. I had the intention to do as much as I can in
>> >> code,
>> >> >> but
>> >> >> > >> obviously my skills are still limited :)
>> >> >> > >> But on another note:
>> >> >> > >> Where would you store some global variables that should be
>> >> >> referenced by
>> >> >> > >> some other objects (eg. a frame number that should act as a
>> >> trigger)?
>> >> >> > >> Atm I just have an object that holds an attribute-wrangle
>> which is
>> >> >> > working
>> >> >> > >> fine. Just curious on other approaches...
>> >> >> > >> The Null-OUT workflow will be incorporated, thanks Michael!
>> >> >> > >>
>> >> >> > >> cheers,
>> >> >> > >> Thomas
>> >> >> > >>
>> >> >> > >> On Tue, Nov 28, 2017 at 6:39 PM Ciaran Moloney <
>> >> >> > moloney.ciaran at gmail.com>
>> >> >> > >> wrote:
>> >> >> > >>
>> >> >> > >> > If you're working in a wrangle node, you could just reference
>> >> the
>> >> >> > input
>> >> >> > >> > port and be done with it.
>> >> >> > >> >
>> >> >> > >> > On Tue, Nov 28, 2017 at 4:59 PM, Michael Dunkley <
>> >> >> mdunkley at gmail.com>
>> >> >> > >> > wrote:
>> >> >> > >> >
>> >> >> > >> > > Hey Thomas - the null thing i mentioned isn't required per
>> se,
>> >> >> just
>> >> >> > >> > > best practice and a very common houdini pattern.  Basically
>> >> the
>> >> >> idea
>> >> >> > >> > > is you usually want to reference paths from nulls, if
>> >> >> appropriate,
>> >> >> > so
>> >> >> > >> > > that if your network graph changes (ie you add more
>> relevant
>> >> >> > >> > > operations after your wrangle), you don't have to change
>> the
>> >> >> > >> > > expression.  I guess the idea is that it makes your logic
>> more
>> >> >> > >> > > agnostic and less reliant on specific nodes.  My personal
>> >> >> approach
>> >> >> > is
>> >> >> > >> > > to label the nulls in ways that describe the state of the
>> >> >> network at
>> >> >> > >> > > that point (eg OUT_sim).   Again, not strictly necessary,
>> >> just a
>> >> >> > >> > > little cleaner than referencing workhorse nodes, and also
>> >> works
>> >> >> > better
>> >> >> > >> > > in cases where, for instance, you decide you want to cache
>> the
>> >> >> > output
>> >> >> > >> > > of your dop network before referencing it.
>> >> >> > >> > > For your case i think the network would look something like
>> >> >> > >> > > dop_import->null, and you'd then reference that null.
>> >> >> > >> > >
>> >> >> > >> > > On Tue, Nov 28, 2017 at 11:14 AM, Thomas Volkmann <
>> >> >> > >> listmail.3d at gmail.com
>> >> >> > >> > >
>> >> >> > >> > > wrote:
>> >> >> > >> > > > Hi Michael, that works great! The shelf tools seem to do
>> the
>> >> >> > packing
>> >> >> > >> > > > automatically (copy stamp node).
>> >> >> > >> > > > What do you mean by pulling from a null sop?
>> >> >> > >> > > > So far I can point directly to /DopNetwork or use a merge
>> >> node
>> >> >> to
>> >> >> > >> get
>> >> >> > >> > it
>> >> >> > >> > > > inside my Geo where I connect it to the wrangle-node (was
>> >> just
>> >> >> > >> about to
>> >> >> > >> > > > test Oliviers approach when your mail came in...thanks
>> >> Olivier
>> >> >> > I'll
>> >> >> > >> > take
>> >> >> > >> > > a
>> >> >> > >> > > > look at that approach in due time).
>> >> >> > >> > > > It's a lot of these 'best practices' that I'm not aware
>> of
>> >> >> atm....
>> >> >> > >> > > >
>> >> >> > >> > > > cheers,
>> >> >> > >> > > > Thomas
>> >> >> > >> > > >
>> >> >> > >> > > > On Tue, Nov 28, 2017 at 4:32 PM Michael Dunkley <
>> >> >> > mdunkley at gmail.com
>> >> >> > >> >
>> >> >> > >> > > wrote:
>> >> >> > >> > > >
>> >> >> > >> > > >> Hey Thomas.  So far as your expression goes - P is
>> usually
>> >> a
>> >> >> > point
>> >> >> > >> > > >> attribute, not a detail, the detail function doesn't
>> >> require
>> >> >> "op"
>> >> >> > >> > > >> syntax, and usually doesn't return an array unless
>> you're
>> >> >> asking
>> >> >> > >> for
>> >> >> > >> > > >> an array attribute.
>> >> >> > >> > > >> The expression you're looking for is probably more along
>> >> the
>> >> >> > lines
>> >> >> > >> of:
>> >> >> > >> > > >>
>> >> >> > >> > > >> vector pos = point("/full_or_relative_path/
>> to_node","P",3)
>> >> >> > >> > > >>
>> >> >> > >> > > >> where the path is just a normal houdini path, the
>> >> attribute is
>> >> >> > >> > > >> expressed as a string (as you had) and the 3 is simply
>> the
>> >> >> number
>> >> >> > >> of
>> >> >> > >> > > >> the rbd you're trying to access.  This is making the
>> >> >> assumption
>> >> >> > >> that
>> >> >> > >> > > >> you're working with packed rbd's, so that the "point
>> >> number"
>> >> >> > you're
>> >> >> > >> > > >> grabbing actually represents an entire packed piece.
>> >> Unpacked
>> >> >> > >> rbd's
>> >> >> > >> > > >> would be slightly trickier to grab.  Haven't watched
>> that
>> >> >> Entagma
>> >> >> > >> vid,
>> >> >> > >> > > >> so i don't know which you're actually working with.
>> >> >> > >> > > >> It would also be good practice to pull from a (null)
>> sop if
>> >> >> > >> possible
>> >> >> > >> > > >> (as opposed to dops directly - pulling directly from
>> dops
>> >> is
>> >> >> > >> certainly
>> >> >> > >> > > >> possible, though the syntax is a little screwier and
>> >> generally
>> >> >> > not
>> >> >> > >> > > >> ideal).
>> >> >> > >> > > >>
>> >> >> > >> > > >>
>> >> >> > >> > > >>
>> >> >> > >> > > >> On Tue, Nov 28, 2017 at 9:05 AM, Olivier Jeannel <
>> >> >> > >> > > facialdeluxe at gmail.com>
>> >> >> > >> > > >> wrote:
>> >> >> > >> > > >> > I personnaly go with vop.
>> >> >> > >> > > >> > Having the points you're working with in the first
>> port.
>> >> >> > >> > > >> > And the points you're gathering infos from in the
>> second
>> >> >> port.
>> >> >> > >> > > >> > You can either use a PcOpen + Pcfilter (P) if you
>> want to
>> >> >> get
>> >> >> > >> the P
>> >> >> > >> > > >> > according to the distance.
>> >> >> > >> > > >> > Or use the Import Point (P) based on the id number.
>> >> >> > >> > > >> >
>> >> >> > >> > > >> > Or go the PrimUV route if you want to gather one
>> >> attribute
>> >> >> from
>> >> >> > >> > > polygon
>> >> >> > >> > > >> > location (same as UV to Location in ICE)
>> >> >> > >> > > >> >
>> >> >> > >> > > >> >
>> >> >> > >> > > >> > 2017-11-28 13:46 GMT+01:00 Thomas Volkmann <
>> >> >> > >> listmail.3d at gmail.com>:
>> >> >> > >> > > >> >
>> >> >> > >> > > >> >> A small follow-up:
>> >> >> > >> > > >> >> How do I get the position of a certain RigidBody
>> >> instance
>> >> >> in
>> >> >> > >> > another
>> >> >> > >> > > >> >> objects pointwrangle?
>> >> >> > >> > > >> >>
>> >> >> > >> > > >> >> I'm trying:
>> >> >> > >> > > >> >> vector pos[] = detail("op:/MyDOP/MyRBD_Packed
>> Object",
>> >> >> "P");
>> >> >> > >> > > >> >>
>> >> >> > >> > > >> >> Any hints?
>> >> >> > >> > > >> >> Thanks,
>> >> >> > >> > > >> >> Thomas
>> >> >> > >> > > >> >>
>> >> >> > >> > > >> >> On Mon, Nov 27, 2017 at 2:27 PM Thomas Volkmann <
>> >> >> > >> > > listmail.3d at gmail.com>
>> >> >> > >> > > >> >> wrote:
>> >> >> > >> > > >> >>
>> >> >> > >> > > >> >> > Excellent, Thanks!
>> >> >> > >> > > >> >> >
>> >> >> > >> > > >> >> >
>> >> >> > >> > > >> >> > On Mon, Nov 27, 2017 at 1:29 PM Matt Estela <
>> >> >> > >> > matt.estela at gmail.com
>> >> >> > >> > > >
>> >> >> > >> > > >> >> wrote:
>> >> >> > >> > > >> >> >
>> >> >> > >> > > >> >> >> Grow/shrinking is well covered by this entagma
>> >> tutorial:
>> >> >> > >> > > >> >> >>
>> >> >> > >> > > >> >> >>
>> >> http://www.entagma.com/scaling-the-bullets-dynamically/
>> >> >> > >> > > >> >> >>
>> >> >> > >> > > >> >> >>
>> >> >> > >> > > >> >> >> On 27 November 2017 at 23:10, Thomas Volkmann <
>> >> >> > >> > > listmail.3d at gmail.com
>> >> >> > >> > > >> >
>> >> >> > >> > > >> >> >> wrote:
>> >> >> > >> > > >> >> >>
>> >> >> > >> > > >> >> >> > Hi,
>> >> >> > >> > > >> >> >> >
>> >> >> > >> > > >> >> >> > I'm taking another dive into Houdini again and
>> I'm
>> >> >> > having a
>> >> >> > >> > very
>> >> >> > >> > > >> slow
>> >> >> > >> > > >> >> >> start
>> >> >> > >> > > >> >> >> > at the moment. It seems I have forgotten some of
>> >> the
>> >> >> > basic
>> >> >> > >> > > >> stuff....
>> >> >> > >> > > >> >> >> > So if someone could help me out and save me a
>> >> couple
>> >> >> of
>> >> >> > >> hours
>> >> >> > >> > it
>> >> >> > >> > > >> would
>> >> >> > >> > > >> >> >> be
>> >> >> > >> > > >> >> >> > much appreciated.
>> >> >> > >> > > >> >> >> >
>> >> >> > >> > > >> >> >> > I have a simple RigidBody simulation from some
>> >> >> instanced
>> >> >> > >> > > objects.
>> >> >> > >> > > >> >> >> > Now I would like to do some stuff with some of
>> >> these,
>> >> >> > like
>> >> >> > >> > > select
>> >> >> > >> > > >> by
>> >> >> > >> > > >> >> ID
>> >> >> > >> > > >> >> >> and
>> >> >> > >> > > >> >> >> > then putting them to sleep at a certain frame or
>> >> have
>> >> >> > them
>> >> >> > >> > > >> >> >> > growing/shrinking over time.
>> >> >> > >> > > >> >> >> >
>> >> >> > >> > > >> >> >> > Can I do that stuff all in the same place (some
>> >> >> wrangle
>> >> >> > >> node /
>> >> >> > >> > > >> where?)
>> >> >> > >> > > >> >> >> or
>> >> >> > >> > > >> >> >> > does the scaling has to happen in a sop and the
>> >> sleep
>> >> >> in
>> >> >> > >> the
>> >> >> > >> > > dop?
>> >> >> > >> > > >> >> >> > Damn, I really thought I was past that initial
>> >> >> confusion
>> >> >> > >> when
>> >> >> > >> > > >> starting
>> >> >> > >> > > >> >> >> with
>> >> >> > >> > > >> >> >> > Houdini, but  a couple of months off seem to be
>> a
>> >> full
>> >> >> > >> reset
>> >> >> > >> > on
>> >> >> > >> > > my
>> >> >> > >> > > >> >> >> brain...
>> >> >> > >> > > >> >> >> >
>> >> >> > >> > > >> >> >> > Thanks,
>> >> >> > >> > > >> >> >> > Thomas
>> >> >> > >> > > >> >> >> > _______________________________________________
>> >> >> > >> > > >> >> >> > Sidefx-houdini-list mailing list
>> >> >> > >> > > >> >> >> > Sidefx-houdini-list at sidefx.com
>> >> >> > >> > > >> >> >> >
>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-
>> >> >> > >> > > houdini-list
>> >> >> > >> > > >> >> >> >
>> >> >> > >> > > >> >> >> _______________________________________________
>> >> >> > >> > > >> >> >> Sidefx-houdini-list mailing list
>> >> >> > >> > > >> >> >> Sidefx-houdini-list at sidefx.com
>> >> >> > >> > > >> >> >>
>> >> >> > >> >
>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>> >> >> > >> > > >> >> >>
>> >> >> > >> > > >> >> >
>> >> >> > >> > > >> >> _______________________________________________
>> >> >> > >> > > >> >> Sidefx-houdini-list mailing list
>> >> >> > >> > > >> >> Sidefx-houdini-list at sidefx.com
>> >> >> > >> > > >> >> https://lists.sidefx.com:443/m
>> >> >> ailman/listinfo/sidefx-houdini
>> >> >> > >> -list
>> >> >> > >> > > >> >>
>> >> >> > >> > > >> > _______________________________________________
>> >> >> > >> > > >> > Sidefx-houdini-list mailing list
>> >> >> > >> > > >> > Sidefx-houdini-list at sidefx.com
>> >> >> > >> > > >> > https://lists.sidefx.com:443/m
>> >> >> ailman/listinfo/sidefx-houdini
>> >> >> > >> -list
>> >> >> > >> > > >> _______________________________________________
>> >> >> > >> > > >> Sidefx-houdini-list mailing list
>> >> >> > >> > > >> Sidefx-houdini-list at sidefx.com
>> >> >> > >> > > >>
>> >> >> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>> >> >> > >> > > >>
>> >> >> > >> > > > _______________________________________________
>> >> >> > >> > > > Sidefx-houdini-list mailing list
>> >> >> > >> > > > Sidefx-houdini-list at sidefx.com
>> >> >> > >> > > >
>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini
>> >> >> -list
>> >> >> > >> > > _______________________________________________
>> >> >> > >> > > Sidefx-houdini-list mailing list
>> >> >> > >> > > Sidefx-houdini-list at sidefx.com
>> >> >> > >> > > https://lists.sidefx.com:443/m
>> ailman/listinfo/sidefx-houdini
>> >> >> -list
>> >> >> > >> > >
>> >> >> > >> > _______________________________________________
>> >> >> > >> > Sidefx-houdini-list mailing list
>> >> >> > >> > Sidefx-houdini-list at sidefx.com
>> >> >> > >> >
>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>> >> >> > >> >
>> >> >> > >> _______________________________________________
>> >> >> > >> Sidefx-houdini-list mailing list
>> >> >> > >> Sidefx-houdini-list at sidefx.com
>> >> >> > >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini
>> -list
>> >> >> > >>
>> >> >> > >
>> >> >> > >
>> >> >> > _______________________________________________
>> >> >> > Sidefx-houdini-list mailing list
>> >> >> > Sidefx-houdini-list at sidefx.com
>> >> >> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>> >> >> >
>> >> >> _______________________________________________
>> >> >> Sidefx-houdini-list mailing list
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>> >> >>
>> >> >
>> >> >
>> >> _______________________________________________
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>> >>
>> >
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>
>


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