Search found 134 matches
- Tue Mar 17, 2020 7:52 pm
- Forum: Using MOPs
- Topic: Move along spline with avoidance.
- Replies: 2
- Views: 11726
Re: Move along spline with avoidance.
Currently there's no procedural way to do this. In the upcoming commercial version of MOPs, there will be support for DOPs, including RBD, Vellum and POP simulations, and you'll be able to get collisions that way. It's not possible to resolve collisions procedurally in SOPs without running into cont...
- Tue Mar 17, 2020 7:50 pm
- Forum: Using MOPs
- Topic: Offset timing for animated instances
- Replies: 3
- Views: 20165
Re: Offset timing for animated instances
There isn't a one-click solution for randomizing the start time of animated instances, but you could use MOPs Set Sequence Time with "Attribute" as the Index Type, and give it a point attribute that you create that is equal to @Frame + [some_random_number]. For example, use a Point Wrangle to create...
- Thu Mar 12, 2020 1:27 pm
- Forum: Using MOPs
- Topic: grouping based of fall off
- Replies: 8
- Views: 23318
Re: grouping based of fall off
The Spring Solver is internally a DOP network, so sometimes it just doesn't reset the cache properly. I haven't found a great way of fixing that issue yet, but if you just go to the solver options on the Spring Solver node and hit "Reset Simulation" it should line up correctly.
- Thu Mar 12, 2020 11:35 am
- Forum: Using MOPs
- Topic: grouping based of fall off
- Replies: 8
- Views: 23318
Re: grouping based of fall off
It's possible to do this, though maybe not as intuitive as I'd like. Normally if you want to think of animating things based on a rate of change, it's easier to do in DOPs, where each evaluated frame is dependent on the frame before it. What you can do in this case to keep it procedural is use a VEX...
- Thu Mar 12, 2020 11:00 am
- Forum: Using MOPs
- Topic: grouping based of fall off
- Replies: 8
- Views: 23318
Re: grouping based of fall off
Great, I'm looking forward to seeing them! It's a bit of a misnomer that MOPs is strictly for motion graphics... that was the original intent of the system, but it's definitely capable of solving classic FX problems. The EUE talk that Moritz and I did last year has some examples towards the end of u...
- Thu Mar 12, 2020 10:58 am
- Forum: Using MOPs
- Topic: Offset timing for animated instances
- Replies: 3
- Views: 20165
Re: Offset timing for animated instances
I already replied to this question on Facebook, but just in case anyone else is reading here, the answer is MOPs Set Sequence Time. If you want to see it in action, check the example file included with MOPs called "animated_instances.hip".
- Thu Mar 12, 2020 10:23 am
- Forum: Using MOPs
- Topic: Ease in and out on transforms and other attributes
- Replies: 1
- Views: 8909
Re: Ease in and out on transforms and other attributes
There's two ways you could handle this: one would be to use the Remap tools on MOPs Shape Falloff to draw a sort of S-curve... this would remap the output falloff values to have this kind of easing built-in. The other way would simply be to apply an S-curve to your Shape Falloff keyframes.
- Thu Mar 12, 2020 10:18 am
- Forum: Using MOPs
- Topic: grouping based of fall off
- Replies: 8
- Views: 23318
Re: grouping based of fall off
Sure, this is pretty straightforward. When you use the Unpack SOP, you have the option of transferring attributes from the packed points onto the points of the unpacked geometry. You can transfer the "mops_falloff" attribute that's already being used to modulate the effect of the curl noise, and use...
- Fri Jan 24, 2020 4:00 pm
- Forum: Bug Reports
- Topic: My case with INSTANCER MOPs_1.3 and MOPs_1.2 Distribution Type Curve
- Replies: 1
- Views: 23648
Re: My case with INSTANCER MOPs_1.3 and MOPs_1.2 Distribution Type Curve
Instancer 1.3 automatically tries to interpolate template point attributes on moving geometry. Since your geometry doesn't arrive at any sort of "rest" position until about frame 250, and it doesn't exist at all on frame 1, the Instancer has no idea what frame to use as a rest pose. I managed to get...
- Fri Jan 24, 2020 3:39 pm
- Forum: Bug Reports
- Topic: Bug with Convert
- Replies: 1
- Views: 20418
Re: Bug with Convert
I'm not getting a crash here on my end (18.0.356), though I am getting an error. I think it's due to the fact that you're starting with no geometry... there's nothing in that shape until about frame 280. You can set the "rest frame" on MOPs Convert to 280, which will help, although you'll still get ...