hey guys, i'd be super happy for any advice on an "object to cluster
Constraint" in H,
like i would use it for a dorrito

2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez <[email protected]>:

> And the Rivet SOP too
>
> > On 2 Feb 2015, at 12:55, [email protected] wrote:
> >
> > You might want to check out the Creep SOP in that case.
> >
> >
> > A
> >
> >
> > On 02 February 2015 at 12:27 Gerbrand Nel <[email protected]> wrote:
> >
> >
> >> Thanks guys!!
> >> What I want out of a surface deformer is the UV control.
> >> It's different than a cage or lattice because it lets you slide/deform
> things
> >> based on uv data, and offset along normals
> >> I find it very useful to model things where allot of detail has to
> follow a
> >> certain shape.
> >> I modelled some running shoes in the beginning of the year, and all of
> the
> >> parts followed this one master nurbs surface.
> >> I'll look into the ray sop and lattice, but I think a surface deformer
> >> digital asset might need to be made :)
> >> One that works like soft.
> >> This way I can "engine" it into bloody maya if I ever need to go to
> that dark
> >> place again.
> >> G
> >>
> >> On 02/02/2015 12:45, philipp seis wrote:
> >>
> >>>> Hi Gerbrand,
> >>>
> >>>     from the top of my head i'd say, there should be a checkbox so that
> >>> your curve
> >>>     won't get a surface.
> >>>     Then, here is a curve basics tutorial from peter quint:
> >>>     http://vimeo.com/40771484 <http://vimeo.com/40771484>
> >>>
> >>>     I'd be interested in a deform by surface too. The Ray SOP gives a
> >>> little bit of that
> >>>     behaviour out of the box, and the attribute transfer SOP as well,
> if
> >>> "match Point Position" ( i guess that was the name) Checkbox is on.
> Those 2
> >>> work on proximity.
> >>>     And finally you might want to try the Lattice SOP, which in
> Houdini is
> >>> also customizable,
> >>>     ending up being very close to the cage deformer from Soft.
> >>>     And then, you could also add a "Normal attribute" to your SOP,
> with the
> >>> point SOP, and create a VOPSOP in which you manipulate those. This
> might be
> >>> the equivalent to an ICE "closest point to location" node.
> >>>     I'd consider myself a real houdini novice though, just trying to
> >>> transfer my Softimage workflows, so please correct me if i'm wrong.
> >>>
> >>>     I would like to add the question: How would you do a simple
> "Object to
> >>> Cluster Constraint ?"
> >>>     So far i found only options that are uv based, like the "rivet"...
> >>>
> >>>     best, Philipp
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>     2015-02-02 10:43 GMT+01:00 Gerbrand Nel <[email protected]
> >>> <mailto:[email protected]> >:
> >>>>>> So 3 quick houdini questions if you don't mind:
> >>>>      Why do I automatically get a surface on a closed curve?
> >>>>      Can I kill it without killing the curve, or can I set it to
> "never
> >>>> create"?
> >>>>      Is there something like "deform by surface" in soft for houdini?
> >>>>      That is it for now :)
> >>>>      Thanks
> >>>>      G
> >>>>>>
> >>>
> >>>>
>
>
>

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