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Showing content with the highest reputation on 07/16/2022 in all areas

  1. 2 points
  2. So, just to clarify what @Jeff H1 is saying, the ability for Houdini to do extremely sophisticated things with rotations have been there for a long time now. It is pretty complicated to execute, however, and dives into matrices and quaternions to pull it off. You don't need to know the maths behind it, but you would need to know a few very specific workflows to execute it. @Mike A @Igor and I were discussing it only a few days ago on the PolyMarvels Discord, where I was trying to demonstrate a newer method to more easily do this, and Igor must have been biting his lip trying not to spill the beans about the new orientation tool in 19.5.
    1 point
  3. Can't say Houdini has copied much, if at all from Blender, although the reverse could be said quite easily. I think it's a natural evolution of Houdini's tools since the hooks have been there for about a decade to compute tangents and calculate orientation. For the past 3 or so years, Houdini has made an effort to attract non-technical 3D artists. They want their tools to be accessible to more people which is why they made Houdini Indie and have pushed out free tools through their Labs initiative while really going after the games market since Epic's involvement with SideFX. Each release you'll continue to see some of the smaller advances such as this which hopefully makes it easier for the average 3D artist to pick up and run with Houdini. Houdini is in its own galaxy at this point...
    1 point
  4. In R20 it is in the Tools-Execution menu and yes there is no shortcut for it.
    1 point
  5. No ! It isn't in the default interface and doesn't have a shortcut assigned either ! Mystery how you turned that off if you didn't get it from the Modes Menu... CBR
    1 point
  6. Please put the version of Cinema you are using in your profile so that we know what functionality is available to you... Bend deformers are definitely the way to go here ! Nothing else gives you as much control over where bending happens and how much of it there is over time. To try and recreate that using dynamics is probably expecting too much of dynamics ! Mograph can be used, possibly in blend mode between 2 models, each with bend deformers set to +max strength and -max strength amounts, so it can interpolate between them across however many clones you make. Then you should be able to keyframe either of those bend deformers to get the sort of result you want. Adding a delay effector in either blend or (subtly used) spring modes on the cloner will help naturalise that motion. CBR
    1 point
  7. 1 point
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