Tab in a geometry node, Dive in and tab in an alembic node.
Click on the alembic node and select the alembic file that will
eventually be your deforming geometry. Tab in a convert node that will
convert the file into houdini polygons by default. Connect the alembic
node to the convert node.
Friday, October 16, 2015
What a Cloth Sim looks like and how to do it.
This is our workaround for the problem of exporting a maya alembic file into houdini and then tyring to rig a cloth sim to it.
tab in another
geometry node, (this one will be your cloth object). On the cloth
object, you may need to drop in a sort node to reorganize the points "by
Y". You do this by diving into the cloth object, turning on your point
numbers (on the toolbar right by the perspective view) and if they are
not obviously organized, tab in a sort node. Click the view button on
the sort node and then under the point tab, select "by Y" on the drop
down menu and then click the "reverse" checkbox if you want it to go
from top to bottom.
Open up your cloth tab, then select your cloth object, select your deforming collider, then attack to body.
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