It was long ago and I know Houdini has progressed immensely, but from what I 
hear you still have to use expressions a lot, and I am much more a connect 
nodes and click buttons guy. It is awesome what can be done with Houdini, but 
it is just not very userfriendly that you have to remember or keep a repository 
of expressions to get things done.

I wish it they would make an effort to get everything working with their nodes 
so it would just be a matter of connecting them right - how hard would that be, 
since the functionality is there..?

//Morten




> Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <[email protected]>:
> 
> 
> "To get anything working"
> 
> That's simply not true. Yes you can use some expressions here and there,
> and some of it is the houdini way. Once you learn expression they make your
> life easier. I personally use Evernote to write them down, eventually you
> will learn them.
> 
> The setup you described can be done with no expressions at all.. Up to you
> though ;)
> 
> 
> On 3 November 2016 at 14:43, Morten Bartholdy <[email protected]
> <javascript:_e(%7B%7D,'cvml','[email protected]');>> wrote:
> 
> > Well yes, I am sure Houdini is up to the task, and almost as sure I am not
> > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck because
> > you have to type in expressions here and there to get anything working, and
> > I am just not the syntax type.
> >
> > I actually found that Gustavo Eggert Boehs fine Motion Tools probably can
> > do what I want, so I will give that a spin.
> >
> > //Morten
> >
> >
> >
> > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
> > [email protected] <javascript:_e(%7B%7D,'cvml','[email protected]');>>:
> > >
> > >
> > > This would be very straight forward in houdini, and possibly a good
> > > exercise to get going ;)
> > >
> > > On 3 November 2016 at 13:19, Morten Bartholdy <[email protected]
> > <javascript:_e(%7B%7D,'cvml','[email protected]');>> wrote:
> > >
> > > > I am trying to put together an effect where I need to explode
> > prefractured
> > > > chunks of geometry from a mesh.
> > > >
> > > > Ideally it should be controllable so I can move a null o an object
> > around
> > > > and start bits flying off away from the original unfractured objects
> > > > surface along the normals.
> > > >
> > > > I Have fractured the bits and used Julian Johnsons excellent Faster
> > > > Polygon Islands operator to generate particles and lock the chunks to
> > the
> > > > particles. This setup works fine in a non simulated tree where I can do
> > > > nonsimulated effects like turbulizing the position of the particles
> > with
> > > > emtool_turbulize_position, but I need to make it simulated, apply some
> > > > forces, and use some sort of inititalizing object for the effect, so
> > it can
> > > > be animated to grow from one place on the geoemtry and spread out over
> > the
> > > > surface.
> > > >
> > > > I can't really figure out how to take the pointcloud generated by
> > Julians
> > > > emVI_Create Particles from Island Centres and explode the particles. Is
> > > > there perhaps a tutorial somewhere or a different method for attaching
> > > > geometry to particles and simulate them, either just straight forward
> > or as
> > > > Bullet RBDs?
> > > >
> > > > Thanks.
> > > >
> > > >
> > > > //Morten
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