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KineFX 101 – Pt.9: Retiming Simulations With DIY Motion Clips

Welcome to the first “KineFX inspired” episode of this course! Chris was not happy with the hackability of Motion Clips, so he decided to build his own. Which then turned out to be a very powerful tool to bend time in Houdini!

KineFX 101 – Pt.9: Retiming Simulations With DIY Motion Clips

Comments

Thank you very much Mo, that makes it a lot easier to ask for help! Oh definitely, I love it.. and sometimes I hate it - intense emotions only. Because it is so powerful, but complicated. I was looking for a package that can produce the things I am interested in - organic and procedural stuff. C4D, blender and Grasshopper couldn't deliver. And I actually got into Houdini because of Entagma and Horikawa Junichiro's tutorials (Junichiro used to do tutorials on both Grasshopper and Houdini). It's the best software I know, and the community is awesome - both in terms of creations and willingness to help. But I feel like I am not really getting better. So, I guess I won't get around learning the basics and VEX.. one of these days I'll do it. :) Cheers, Kilian

CRISPR_CAS9

Hi Kilian, Thanks for asking, I'd say feel free to post the files, as long as it's clear you're not simply redistributing them. :) Hope you're having fun learning Houdini despite the irritations. It can be a handful at times. At least it was for me. Cheers, Mo

Entagma

Hey! It's been a while since I last worked with chops, so take this with a grain of salt, but here's how I'd go at it: In general I would use chops to create some sort of unique time or time-offset attribute on each point and use this attrib later in the point wrangle at the end of this setup to drive the animation. In detail: After the sim, we're dividing our setup into two streams: The first frame on the left and our motiontrails on the right. You'd want to create your chop setup on the left stream right before it enters the last point wrangle. Again, inside chops you're creating an attrib to store some sort of timing. Then inside the wrangle you either want to add your attrib to the current frame (@Frame) (like we did in the first setup) or completely replace it with your own timing attrib, you created in chops (kinda sorta like we did in the second example with the ramp parameter) Of course the end result will be to a very large degree dependend on how exactly you create your attrib in chops. This is where a bit of trail and error is lying ahead of you, I'm afraid.

Entagma_Chris

Hi, do you have an idea on how to link the spectrum chop's output, to drive the time offset of the RBD sim? To move all the points simultaneously but independently, based on the amplitude of the wave form. Is it possible reference an audio spectrum shape and animate a chramp? The z axis of the box representing the base line of the audio spectrum.

CRISPR_CAS9


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