Join Scott Pagano for an in-depth discussion in this video Ray arm geo to body geo, part of Houdini 15.5: Dynamics and Simulation.
- [Narrator] We're getting close to the finish line…with our jellyfish geometry here, and I'm going to…show you another little trick we can use to make sure…that these arms are flush with the jellyfish body.…So here we have the tops of the jellyfish arms over here,…and what I'm going to do is actually I'm going to…grab this object_merge over here that we had used…to merge in the body before, and I'm going to…bring it down there, so that's the body.…And just for a quick example,…I'm going to merge these together.…And now we can see, there's a little attribute mismatch,…so the geometry's going to look a little bit funky,…but you can see that there's space between these arms…and the body, and we're going to get rid of that by…basically projecting these top points…up to the top of that body.…
So let's take a look at how to do that.…First I'm going to lay down an attribute delete,…and I'm going to delete out the extra point attributes,…this wire capture stuff, because we don't need it anymore.…So let's open up these point attributes.…
- Destroying objects with Houdini rigid body dynamics
- Creating a soft object simulation with Houdini Wire and Finite Element simulations
- Creating a Houdini digital asset (HDA) destruction system for use in Maya and 4D
- Using an HDA destruction system in Maya
- Using an HDA destruction system in CINEMA 4D
Skill Level Advanced
Houdini: Advanced Motion Graphicswith Scott Pagano4h 23m Advanced
Overview of constraints2m 32s
2. Rigid Body Dynamics
3. Soft Body Dynamics
4. Building an HDA
Next steps1m 12s
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