I came across this problem and I used a pop_drag then did a small amount of vex code in the node that took the Y component of the position, fit it between my drag_off_height and full_drag_height then had my regular drag and my ground drag, then did the same for “w” aka angular vel. Almost the same as what you had. Normally I am a vops guy, allergic to wrangles, but to have it all in one pop_drag node it was worth it.
Nice! Great job. It's definitely one of those situations that can be applied to just about every RBD simulation, so doing it in vex is totally worth it.
@@cgforge I just thought huge benefit of doing it in one node and something I am going to do. You can make a preset of it. So it will be just a few clicks away.
Either way will work. *= just says "take the current value and multiply it by..." If I did only the = sign would need to say something like: f@val = f@val * f@otherVal So it's just a shorter notation is all.
Hey @im4999 , unfortunately, I think it's a viewport bug right now. If you press esc while your mouse is hovering over the viewport, that will reset all your tool selections. Then, press enter as your mouse is hovering over the viewport, and try redrawing it out again.
Yeah, totally! In my tests, I've found that doing a spin drag on the smaller pieces can cause instability at a certain point though with the pieces behaving weird. So, if you do that, then you'll want to just introduce a little bit of it - not too much. I've found that a little bit of that and a little bit of this ends up being a pretty good combo of settings for most situations.
Love your videos, seriously the best Houdini channel out there and so so helpful for new artists. Thanks for all your hard work
best addition to the applied houdini rigids v tutorial. so well done. saved tons of time.
Cool trick, nice and clever 😎
This was a really good video! 👍
I came across this problem and I used a pop_drag then did a small amount of vex code in the node that took the Y component of the position, fit it between my drag_off_height and full_drag_height then had my regular drag and my ground drag, then did the same for “w” aka angular vel. Almost the same as what you had. Normally I am a vops guy, allergic to wrangles, but to have it all in one pop_drag node it was worth it.
Nice! Great job. It's definitely one of those situations that can be applied to just about every RBD simulation, so doing it in vex is totally worth it.
@@cgforge I just thought huge benefit of doing it in one node and something I am going to do. You can make a preset of it. So it will be just a few clicks away.
Is there an equivalent for vellum? I keep having points jitter about and never settle down, or pop about mid-sim.
Yeah, for sure. A pop drag can do the same thing with vellum
Why do you use the *= rather than just =
Either way will work. *= just says "take the current value and multiply it by..."
If I did only the = sign would need to say something like: f@val = f@val * f@otherVal
So it's just a shorter notation is all.
Sooo good!
sweet. I'm in Houdini 18.5, how do you fix jittery pieces in 18.5 ?
You'd use a relbbox() function with a wrangle and a control box plugged into the second input
@@cgforge can't figure it out. I'm quite new with Houdini :D
Don't kill me but how to turn these gizmos of the gradient line ON? Needless to say, beginner.
Hey @im4999 , unfortunately, I think it's a viewport bug right now. If you press esc while your mouse is hovering over the viewport, that will reset all your tool selections. Then, press enter as your mouse is hovering over the viewport, and try redrawing it out again.
@@cgforge I’m embarrassed. That actually helped. Thanks a lot and sorry for that.
No need to be embarrassed! I'm glad that worked out. Cheers
Cool , I think another way can be measure small pieces and do spindrag
Yeah, totally! In my tests, I've found that doing a spin drag on the smaller pieces can cause instability at a certain point though with the pieces behaving weird. So, if you do that, then you'll want to just introduce a little bit of it - not too much. I've found that a little bit of that and a little bit of this ends up being a pretty good combo of settings for most situations.
Super
Like guys thanks! You are make my day today)