12/8/2023 0 Comments Chf houdini vex![]() Whenever I can, I try going at problems procedurally but sometimes you need to work with a previous frame. Well, took me a while to crack this and this was still not an ideal solution but it's a cool solution nevertheless. You can get some stuff right with preroll but when your thing begins from already colliding with another thing, what can you do? Say you're in a situation in which a shot begins with a character colliding with another object. If you can get stuff in a conditional statement that is readable, everyone wins This one's easy - I mean it's just a blendshape but I always hated the idea of trying to recreate this, so I just did once after leaving Fin because I knew if I didn't try recreating straight afterwards I'd probably end up spending way too much time doing this after completing my something I put it commented out if you'd try to take it for a spin yourself. include a chramp based on the remapped value and you can also create your own vector. So what did my little brain think of? Ha, custom bend node! I mean it's essentially the same thing but. You know what's also an option? I had a problem with which using a Bend node was a no-no due to the thing stretching in mysterious ways. Simple script as hell, you can add more points, maybe not have one point but a point cloud instead, whatever - but heck, vector maths are king. So, you're probably wondering what does this do - best I can describe it, it's like a metaball - you pull all the points towards a specific direction float bend = + //use bend instead of remap! For sanity reasons.įloat dist = remap = fit(dist,min,max,1,0) So.? Say, you want to remap stiffness properly between specific frames, here's what you need and best sourced outside of dops. So really, remapping should function in relation to the exponent itself. Well, turns out that, duh, obviously, stiffness stuff in vellum operates in exponential values of 10 to the power of whatevs. I couldn't exactly comprehend why my maths were failing or was it my head that was failing or is everything failing? etc. I mean, remapping values is cool and all until you need to remap vellum values at dop level and it's stiffness stuff. I had a problem that I couldn't crack easily. This kinda hunts down two birds with one stone. Incoming anim geo can end up being heavy and having it load frame by frame, unpacked, converted for collisions etc. Set the ramp to have a smooth transition, with B-Spline or whatever. Plug both into a point wrangle.įloat shot_length = ramp = P1+(P1-P2)*ramp*-1 ![]() ![]() How?Ĭhuck down a timeshift set to beginning of shot (preroll) and another with actual beginning of the shot. I thought that, maybe I could actually do my own preroll and I sorta ended up getting the exact smooth transition but also I managed to optimize simulation time at once. What's preroll? Well, for any simulated asset it's extra frames which may range between 15-30-50-100 frames so that once shot goes in motion, it's already settled or continuing from previous shot.Īnyway, it's a bit of a process setting up metadata, getting the animator to publish a new cache and this stuff is fairly automatized anyway in most circumstances but sometimes you still end up getting a bit of a blank, that kind of screams for a kickback to anim. I came across a few instances while working on cloth simulations, when the preroll didn't exactly end up smoothly at the end of the preroll. Houdini VEX and a bit of Hscript for now.
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