Search found 134 matches

by toadstorm
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...
by toadstorm
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...
by toadstorm
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.
by toadstorm
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...
by toadstorm
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...
by toadstorm
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".
by toadstorm
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.
by toadstorm
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...
by toadstorm
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...
by toadstorm
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 ...