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 > >>>>>> > >>> > >>>> > > >

