Saw this on twitter! Great setup. I recently used one of your previous techniques creating a delay effector using chops to replace a ripple solver that wasn’t working for me. I’ll share it with you soon
Noticed in the original animation that which you posted on twitter, the spacebar was also animating. Any way to get more keys or an enhanced Keyboard Chop node that listens to more keys than the ones provided? Spacebar, CTRL, shift etc
Not that I know of. The keyboard chop only receives data from the the keys in it's dropdown. On the fully rendered shot with the keyboard that I modeled, which wasn't the original, it was made after I recorded this tutorial... I used the sound I recorded, isolated the lower frequency sounds and drove my space bar that way. What you could do if you want movement on other keys, is use the keyboard number pad and then just map that channel to whatever the point number / channel of your spacebar in your model.
Sure, in sops you could just do it in a wrangle @blend *= @ptnum; I haven't sat down to try this to confirm, but that kind of value manipulation in sops is what makes Houdini Houdini. :)
okay, i found a way: I did a wrangle after the channel SOP with: if(@blend >0.0){ @newattrib = @blend + @ptnum; } then promoted to detail, copied the attribute to a single point and promoted back to point attribute :) this way I'll have a "pitch" attribute when I input my midi piano to houdini, thanks!
I was struggling for a long time to convert channels to attributes, THANK YOU!!
Awesome tutorial and explanation. Gives me allot of ideas to try out. Thanks!
nice! saw this a couple of days ago on twitter and was hoping you'd drop this. good explanations learned a lot thanks :D
Saw this on twitter! Great setup. I recently used one of your previous techniques creating a delay effector using chops to replace a ripple solver that wasn’t working for me. I’ll share it with you soon
Very interesting !!💯✌
wow thx tutorial
Noticed in the original animation that which you posted on twitter, the spacebar was also animating. Any way to get more keys or an enhanced Keyboard Chop node that listens to more keys than the ones provided? Spacebar, CTRL, shift etc
Not that I know of. The keyboard chop only receives data from the the keys in it's dropdown. On the fully rendered shot with the keyboard that I modeled, which wasn't the original, it was made after I recorded this tutorial... I used the sound I recorded, isolated the lower frequency sounds and drove my space bar that way. What you could do if you want movement on other keys, is use the keyboard number pad and then just map that channel to whatever the point number / channel of your spacebar in your model.
@@WhatIFound yea thought of just remapping. Sucks but maybe it will be implemented in the future. Thanks for the quick reply and amazing video!
Is there anyway to make the channel number be the value of the attribute? (ex: pressing channel 12 makes blend = 12 / channel 2 makes blend = 2)
Sure, in sops you could just do it in a wrangle @blend *= @ptnum; I haven't sat down to try this to confirm, but that kind of value manipulation in sops is what makes Houdini Houdini. :)
@@jasonharmon9538 I meant for example having just one point, and the blend attribute value increasing as you press higher value channels.
okay, i found a way: I did a wrangle after the channel SOP with:
if(@blend >0.0){
@newattrib = @blend + @ptnum;
}
then promoted to detail, copied the attribute to a single point and promoted back to point attribute :)
this way I'll have a "pitch" attribute when I input my midi piano to houdini, thanks!