Thanks for sharing the VEX snippet :)
I've totally missed out on that "point" function.

I'll check Sticky as well.

have a nice evening !




2015-02-02 17:33 GMT+01:00 Jordi Bares Dominguez <[email protected]>:

> 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]> 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]>:
>>
>>> 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
>>> >>>>>>
>>> >>>
>>> >>>>
>>>
>>>
>>>
>>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* <http://christophercrouzet.com/>
>
>
>

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