Archived post by mankara

Yes but it’s also really fun ☺️ Right now I’m fighting orientations after they have been surface or point deformed, to fit to anim πŸ˜… Also tried GuideDeform but something broke there, have to investigate that further

Hello feather friends!
I found it very hard to find a simple technical setup for feathers, that just shows a simple case of a feather setup with deformation, which also works in Solaris. So I decided to make one and share it with you 😊
I hope it will help!

(tagging @dannylaursen @magnusim @janhebein cause you were interested in it 😊)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261108/02/26/feathers_technical_setup.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261108/02/26/feather_technical_setup.hip

Archived post by jan1376

Stiffness and mass use a basic edge transport distance I include the joint deform trick @jim.meston taught me, to bonecapture on itself @sebkaine @ftaswin The resample at the beginning is a bit messy polypath conundrum

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/14/26/ex_branchweld.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/14/26/branchweld2.gif

Archived post by jim.meston

Can easily replicate a single source emitter.

“`cpp int trigger = int(rint(rand(@piece_id)*215));
if(@Frame<trigger){ @P = v@P_orig; @P.x = (noise(@Time*.4)-0.5)*8; // or just tracking an object pos v@v = {0, 1, 0}; }
if(@Frame>trigger){ @pscale += 15; @pscale = clamp(@pscale, 1, 100); } “`

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261602/19/26/single_source.gif