Have a look at Sticky SOP, may be the thing you are looking after (plus you 
have blending via UVs which is very interesting.

jb

> On 2 Feb 2015, at 15:58, Christopher Crouzet <[email protected]> 
> wrote:
> 
> Disclaimer: I'm a total beginner and there's most likely better/easier ways 
> to do it.
> 
> If you want to constrain your object to a single point, one way would be to 
> create an expression on each of the translate channels of your object and use 
> the `point` function, such as: `point("/obj/path_to_geometry", point_number, 
> "P", index)` where `index` is 0 for the position X, 1 for the position Y and 
> 2 for the position Z.
> 
> If you want your object to snap to an actual group of points, then the idea 
> that I've got is slightly more involved.
> Basically, you'd need to put your points into a group and create an 
> `AttribWrangle` in which you'd loop over the points in the group and return 
> an average position.
> Here's a working VEX snippet:
> 
> vector @clusterPosition = {0, 0, 0};
> 
> int count = 0;
> int ptnum;
> vector P;
> int handle = pcopen(@OpInput1, "P", {0, 0, 0}, 1e6, int(1e6));
> while (pciterate(handle)) {
>     pcimport(handle, "P", P);
>     pcimport(handle, "point.number", ptnum);
>     if (inpointgroup(@OpInput1, "group_name", ptnum)) {
>         @clusterPosition += P;
>         count++;
>     }
> }
> 
> if (count > 0) {
>     @clusterPosition /= count;
> }
> 
> Note that the `pcopen` function creates a point cloud with a K-D tree, so 
> it's really overkilled here. I'll be looking forward a better answer to that 
> one! :)
> 
> Also both solution will match only the position. To also match the 
> orientation, you might want to use the attributes created by `PolyFrame`.
> 
> 
> On 2 February 2015 at 22:01, philipp seis <[email protected] 
> <mailto:[email protected]>> wrote:
> 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] 
> <mailto:[email protected]>>:
> And the Rivet SOP too
> 
> > On 2 Feb 2015, at 12:55, [email protected] 
> > <mailto:[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] 
> > <mailto:[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> 
> >>> <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]>
> >>> <mailto:[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
> >>>>>>
> >>>
> >>>>
> 
> 
> 
> 
> 
> 
> -- 
> Christopher Crouzet
> http://christophercrouzet.com <http://christophercrouzet.com/>
> 

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