Offset timing for animated instances

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andyhowell
Posts: 7
Joined: Thu Mar 12, 2020 4:09 am

Offset timing for animated instances

Post by andyhowell »

To begin with, great job on the MOPs setup in Houdini.
I come from an FX background, rather than a pure motion graphics slant.
Please see the link
https://vimeo.com/45233916
It was a test I did years ago in XSI. Basically a cached animation of a tree, doing it's shaking and springy type animation, all done in Maya. Then importe over to XSI and used it with ICE. They had a node where you can offset the animation of an instance. Can this be done in MOPs?

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toadstorm
Site Admin
Posts: 76
Joined: Sun Sep 22, 2019 1:28 pm

Re: Offset timing for animated instances

Post by toadstorm »

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".

zjie
Posts: 3
Joined: Tue Mar 17, 2020 6:40 pm

Re: Offset timing for animated instances

Post by zjie »

Hi, is it possible to randomize the start time for each instance?

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toadstorm
Site Admin
Posts: 76
Joined: Sun Sep 22, 2019 1:28 pm

Re: Offset timing for animated instances

Post by toadstorm »

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 a random float attribute:

f@time_offset = @Frame + fit01(rand(i@id), 0, 24);

Then tell MOPs Set Sequence Time to use "time_offset" as the index attribute.

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