Search This Blog

Blog Archive

Monday, February 2, 2009

Maya PLE ncloth tests

well it has been a REALLY long time since i played around in Maya,
what ami doing in Maya anyway ?! I have to do some comparisons.
Im also keen t investigate Maya and Houdini translation techniques.


4th test
tshirt



3rd ncloth test
sphere pulls the cloth around via a
constraint and collides with it




2nd n-cloth test, the torus has 2 'point constraints' on it
as well as a collision relationship with the cube and a noise field
turned on in the n-cloth solver.



1st test - one point constraint and a noise field in the solver






Monday, January 12, 2009

sidefx - ICE ! :D part 2


The tricky thing about this, is its all procedurally built from a line.
A spline goes in - and this comes out ! Rendered out with takes and comped in COPS.

Sunday, January 11, 2009

Friday, January 2, 2009

random lines


This was an interesting little bit of play :)

I started with a sphere, randomised the points - then with a point SOP,
lay a line over the points using the second channel - essentially shifting the line's points to those of the sphere. Then i converted it to nurbs and back to polys to smooth it out, and then added a few effects in COPS - voila !

Saturday, December 20, 2008

Assemble



Assemble HDA



new to 9.5 is the assemble HDA.
I first stumbled on this when i used a shelf tool to make a RBD Glue object. The Assemble HDA was automatically added just like the Auto Dopnet is added.

From the help file, Assemble is used in conjunction with Break and Shatter. Gone are the days of manually cutting up your model it seems ! The Break SOP already has bundled in it a fractalised grid or box or sphere - your choice, and boolean / Cookie operations that break the model up into seperate pieces for you !

Shatter goes one step further and allows multiple breaks by uisinfg the foreach SOP to re-iterate breaks over your object. I chose 10 breaks - and it bogged down quite a bit.

Once you have a bunch of 'shards' or pieces, you generally want to group these into their own groups with a common group prefix name, allowing you to use RBD fracture or RBD Glue DOPS to complete the sim.

This is where Assemble comes in. (Shatter already has an Assemble HDA bundled in it).

Assemble essentially uses a connectivity SOP and a partition
SOP to group all the pieces and give them a common prefix to the group names. It also has some options for edge cusping and faceting.

If the broken object is made Dynamic - Assemble is added automatically - as it did for me.



hers some more links:

http://forums.odforce.net/index.php?showtopic=8143
a shatter script for maya