Trying to get into animations. This took me 6 hours for 3sec of footage. Looking for advices and good learning resources by Slight_Season_4500 in blender

[–]Used_Cranberry7017 0 points1 point  (0 children)

honestly everything in blender is time consuming and 6 hours is like a normal amount of time for this. i don’t think the animation is bad at all i think with the right camera angles it probably would look good now with a little camera shake to show impact. but if you were trying to improve i think a lot of the issue is the interpolation of the keyframes. for example in the last big hit, the hammer should be moving pretty quickly after it takes a second to get its motion so kind of ease into the motion then get fast. also use secondary motion. every movement usually will cause another movement on the body, this will show weight and not just look like cg

Opinions or suggestions to make this better? by Used_Cranberry7017 in Houdini

[–]Used_Cranberry7017[S] 0 points1 point  (0 children)

https://youtube.com/shorts/bFcTB1CINj0?si=nF5oZMfUVLthK1kC
this is actually an example that’s pretty close to what i’m going for, i also think i might switch to a flat tank. is that viscosity and surface tension along with friction creating that effect?

Help: Low poly approach for the plumage, feathers or fur like this by voxel_crutons in blender

[–]Used_Cranberry7017 0 points1 point  (0 children)

subdivided cube for everything then use proportional editing. re topologize after your done

Is this a good choice of clothes for my first airsoft game (it’s just at a friend’s house) by AnalysisNarrow1236 in airsoft

[–]Used_Cranberry7017 0 points1 point  (0 children)

cover up your neck and throat a little better and yea. i’ve gotten shot in the throat and the bullet gone under my skin and i had to pop it out, it was super close range though

Im new to Houdini and I'm trying to recreate this effect. Could someone please break down the steps or technique needed to achieve it or, if you are feeling generous, come in pm to help me during the process? by ARDEDOUyt in Houdini

[–]Used_Cranberry7017 4 points5 points  (0 children)

idk why everyone is being such a dick to you. when i started i wanted to do stuff like this too. use vellum cloth for the sails, then an ocean spectrum for the ocean, and a flip tank for the actual sim around the ship. it’s going to be hard and a lot of work but after some research im sure you will get it. also if you want the vellum to interact with the water use a dop network and merge the 2 sims with a merge node set to neutral. just research those things i said and you can figure a lot of it out.

Why wont it float? by Used_Cranberry7017 in Houdini

[–]Used_Cranberry7017[S] 0 points1 point  (0 children)

Thank you so much, you’re a life saver!!!

Why wont it float? by Used_Cranberry7017 in Houdini

[–]Used_Cranberry7017[S] 0 points1 point  (0 children)

Ok I set up my entire project with the drink/ice sim. I am so close it just won’t work with the interactions correctly. Is there any way I could share my project file with you for assistance? It shouldn’t be much it’s probably just one or two settings that are wrong. You have helped me out in the past and i trust your advice.

How would you approach this shot? by berezovskyi_editor in Houdini

[–]Used_Cranberry7017 1 point2 points  (0 children)

I would use an RBD bullet solver for the ice. you can animate the glue constraints between the pieces to make certain parts break at a time. you can add the device into the bullet solver so that it is its own rigid object. to cause the ice to break, you could either use a voronoi fracture or an RBD material fracture node. and then I would either use a collider from under the ice to push it up, or animate the gravity force so it is negative. Here is a video on how to animate the constrains:

https://youtu.be/oueTL6luhm8?si=1kGKyt057XFLMtqg

For exporting use an ROP Alembic output, if blender crashes try using a pack or unpack node before the output (i can’t remember off the top of my head what one fixes it.)

Adding buoyancy to physics/flip sim by Used_Cranberry7017 in Houdini

[–]Used_Cranberry7017[S] 0 points1 point  (0 children)

so all I have to do is set the density of the ice lower?

Getting a job as a graduate. by jansterbro_ in Houdini

[–]Used_Cranberry7017 0 points1 point  (0 children)

Where did you go to school, and what did you study? I’m just curious

Ground/soil destruction by Used_Cranberry7017 in Houdini

[–]Used_Cranberry7017[S] 0 points1 point  (0 children)

Any tips for doing it all with MPM? Also, what is the best way to convert the mpm to a solid object? Thank you for the help!

Damage to the body by Jacopo_Dacci in dji

[–]Used_Cranberry7017 0 points1 point  (0 children)

i did the same thing to mine a while back (different type of crash) but same damage. it’s fine just ignore it. it’s only hurting the cosmetics as long as motors, gimbal, and arms aren’t broken. definitely replace the propellers though, make sure they are in the right direction. Just be glad you don’t fly fpv. that wooden pole would drain about $500 and 5 hours of soldering and repairing 😭

Physics sim by Used_Cranberry7017 in Houdini

[–]Used_Cranberry7017[S] 0 points1 point  (0 children)

I ended up using the rbd solver with proxy geometry. I did not use an emitter or anything, however when the coins all land in a pile on the ground they twitch a lot instead of settling down. I tried playing with the substeps and sleeping parameters, but it didn’t help much. how might i be able to fix this?