Search found 128 matches

by toadstorm
Sat May 09, 2020 10:33 am
Forum: Using MOPs
Topic: few instance objects give me radial symmetry effect
Replies: 3
Views: 9960

Re: few instance objects give me radial symmetry effect

Okay, I just saw that you have a file attachment. Sorry I missed that the first time. There's a lot of custom tools in your file that I don't have, so it's a bit tricky for me to know for sure what you're seeing. I substituted some generic pig heads for the geometry you were connecting to that Insta...
by toadstorm
Fri May 08, 2020 10:14 am
Forum: Using MOPs
Topic: few instance objects give me radial symmetry effect
Replies: 3
Views: 9960

Re: few instance objects give me radial symmetry effect

It's a bit difficult to tell what's going on just from your description and screenshots. If you can post a reproduction of the problem as a .HIP file, or email it to me personally (henry@motionoperators.com) if it's not public, I'd have an easier time diagnosing it. My guess is that you're merging m...
by toadstorm
Sat May 02, 2020 4:59 pm
Forum: Installation Help
Topic: Installing on mac
Replies: 2
Views: 19128

Re: Installing on mac

Hi Doug, MOPs definitely works on any platform that runs Houdini, so don't worry there. You want that first "MOPS" definition to point to the exact path on disk where you unpacked the MOPs files... so the folder that contains "otls", "scripts", and so on. The "path" variable below you can leave at t...
by toadstorm
Thu Apr 16, 2020 1:03 pm
Forum: Installation Help
Topic: Installing MOP
Replies: 25
Views: 98700

Re: Installing MOP

Hi Claire! You want to point to the path that you installed MOPs to... the root path of MOPs, where the "otls" and "scripts" folders are. Ideally this path should be somewhere outside of the /documents/houdini18.0/ folder. Then once you've edited and saved the JSON file, copy it to /documents/houdin...
by toadstorm
Tue Mar 17, 2020 7:52 pm
Forum: Using MOPs
Topic: Move along spline with avoidance.
Replies: 2
Views: 11300

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: 19015

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: 22404

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: 22404

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: 22404

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: 19015

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".