I know this is pretty old, but I was trying this technique in 18.5 and I am having problems with the transform pieces and point deform nodes. it is transforming the pieces, but they are not in the exact position, so as the character animates, the pieces are coming apart, but still moving overall in the correct direction. I have backtracked the primary issue being with the point deform node. My character is animated and the geo in the armpits and behind the knee self intersects, it looks like it is causing the point deform to get confused and puts the wrong translation in for the parts.
My pieces are not really dropping. Many pieces still move like the are on the deforming character. All pieces are active and drop, but some fly up and do weird stuff. Any ideas how to fix?
What if you only wanted half of the hammer to break and he was still holding half it in his hand after it breaks? That would make a great tutoria or part 2. Thanks.
@@brandoncyoung I tried with the attribute wrangle, the animation is back but now it is the fracturation that disappeared. Here are my VEXpression: i@active = 0; i@animated =1;
How to make exact same setup in Houdini 17.5 (please not 18), but Only arms and part of top of body, just the torso or chest. I would like to do this in same set-up as you have here with animated prop fracture but handle or arm is still animate. So how to active partial fracture trigger on collision and still animate rest of character or prop. This has alembic included. Can you do a tutorial please. I'm still new to houdini. th-cam.com/video/QWYQW6PlmXA/w-d-xo.html
Yeah... I realize sound quality is bad...very bad. Will get a proper mic soon. thanks guys for still watching and appreciating.
Thanks for the vid, it is hard to find tutorials like this
very helpful!! Thanks a lot. Any idea how to reapply the material/textures after breaking it? THANKS!!
Great tutorial man, there were some bits I didn't understand because of the mic but I understood most of it.
I know this is pretty old, but I was trying this technique in 18.5 and I am having problems with the transform pieces and point deform nodes. it is transforming the pieces, but they are not in the exact position, so as the character animates, the pieces are coming apart, but still moving overall in the correct direction. I have backtracked the primary issue being with the point deform node. My character is animated and the geo in the armpits and behind the knee self intersects, it looks like it is causing the point deform to get confused and puts the wrong translation in for the parts.
Hello. A thousand thanks for your tutorial. Really help me a lot. When I have my project rendered I will send to u :)
My pieces are not really dropping. Many pieces still move like the are on the deforming character.
All pieces are active and drop, but some fly up and do weird stuff.
Any ideas how to fix?
What if you only wanted half of the hammer to break and he was still holding half it in his hand after it breaks? That would make a great tutoria or part 2. Thanks.
th-cam.com/video/QWYQW6PlmXA/w-d-xo.html
I cant get this to work on a animated alembic and I loose animation at the dopnet, and suggestions?
is that issue sorted ??
You might need to use the deform attribute instead. Also make sure you are overwriting the attribute in dops
@@brandoncyoung I tried with the attribute wrangle, the animation is back but now it is the fracturation that disappeared. Here are my VEXpression: i@active = 0;
i@animated =1;
same in fluid solver?
How to make exact same setup in Houdini 17.5 (please not 18), but Only arms and part of top of body, just the torso or chest. I would like to do this in same set-up as you have here with animated prop fracture but handle or arm is still animate. So how to active partial fracture trigger on collision and still animate rest of character or prop. This has alembic included. Can you do a tutorial please. I'm still new to houdini.
th-cam.com/video/QWYQW6PlmXA/w-d-xo.html
$F>= ............ this script is not working in 19 version
great tutorial, you badly need a proper mic though.
Very, very complicated