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	<title>odforce</title>
	<description>all your odforcey goodness</description>
	<link>http://forums.odforce.net/index.php</link>
	<pubDate>Thu, 17 May 2012 17:06:35 +0000</pubDate>
	<ttl>10</ttl>
	<item>
		<title>import tracker data</title>
		<link>http://forums.odforce.net/index.php?/topic/15481-import-tracker-data/</link>
		<description><![CDATA[Hi all, try  data from syntheye to houdini, did like in this tut <a href='https://vimeo.com/17870587' class='bbc_url' title='External link' rel='nofollow'>https://vimeo.com/17870587</a> ,  but have some problems: in syntheye i have perfect result - error is only 0.4,  but when i add video and trackers in houdini - all trackers jump and ofcource geometry jump to,  ( in syntheye geometry stay on the place)<br />
Thx.]]></description>
		<pubDate>Thu, 17 May 2012 17:06:35 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15481-import-tracker-data/</guid>
	</item>
	<item>
		<title>non-square voxel sizes</title>
		<link>http://forums.odforce.net/index.php?/topic/15480-non-square-voxel-sizes/</link>
		<description><![CDATA[So as it's been explained to me:  Houdini supports non-cubical voxels. In fact, its volumes are stored as a unit cube at the lowest level which is then scaled up to the correct dimensions. Due to the floating point scaling the world space voxel size often ends up not quite cubical even when this has been specified in a Houdini node (e.g. specifying a Div Size in Volume Resize).<br />
<br />
I've found that (for instance), with a fluid Division Size of 0.3, I get voxel sizes like this:  (0.299988 0.3 0.299999). For reasons I have no power to affect, this causes a problem for the proprietary software here, which expects voxels to be square to the sixth decimal place.  Obviously, the problem is worse when resizing the fluid on every frame - but it seems to be a problem even if I lock the size, and just translate it.<br />
<br />
Is there any way to force houdini to stick to absolutely square voxels - even as a post process that introduces some inaccuracy?  I've tried Volume Resample at the SOP level, but it seems to assume that 0.299988 is "close enough", and doesn't actually change anything.]]></description>
		<pubDate>Thu, 17 May 2012 16:32:37 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15480-non-square-voxel-sizes/</guid>
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	<item>
		<title>Volume Modeling Plug-in</title>
		<link>http://forums.odforce.net/index.php?/topic/13310-volume-modeling-plug-in/</link>
		<description><![CDATA[After using Storm for a while and not being able to quickly visualize the volumes in the viewport without a hassle, I've decided to start this project.<br />
<br />
Basically it's a volumetric modeling plug-in for Houdini.  It's still in its infancy right now. The way it works is by converting points with specified attributes and creating a volume representation.  <br />
<br />
Currently only points are supported and not all attributes are actively used.  The noise implementation is a pretty simple one for testing purposes.  Curves and meshes are on the list for wisps but for now, I'm still building the toolset so it'll be while.<br />
<br />
I've attached a vid and a hip file with the dll.  I've only compiled the windows version for 11.0.658.<br />
<br />
<br />
Cheers,<br />
Ron<div id='attach_wrap' class='rounded clearfix'>
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&nbsp;<a href="http://forums.odforce.net/index.php?app=core&module=attach&section=attach&attach_id=12129" title="">volume_plugin_and_hipfile.zip</a> <span class='desc'><strong>(70.83K)</strong></span>
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		<pubDate>Thu, 17 May 2012 12:15:44 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/13310-volume-modeling-plug-in/</guid>
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		<title><![CDATA[Houdini FX TD / Mocap &#38; Crowds / London generative design studio]]></title>
		<link>http://forums.odforce.net/index.php?/topic/15479-houdini-fx-td-mocap-crowds-london-generative-design-studio/</link>
		<description><![CDATA[Hi, <br />
<br />
<em class='bbc'>FIELD</em> is a studio for digital art and generative design in London. <br />
We're looking for a Houdini FX TD to join our team asap; ideally with experience working with Mocaps (realistic humans), small crowd sim and animation, and creative effects development. <br />
<br />
Someone who's into in new challenges and creative solutions, and has the generalist skills to work through a sequence of scenes independently from start to finish. <br />
We're a small team with a variety of skills and a nice bunch to hang out with.<br />
 <br />
Starting ASAP, for a couple of weeks with potential for more. <br />
Freelance, in house or remote guys welcome! <br />
<br />
Please get in touch asap if you're interested, along with some relevant samples of work. <br />
contact: <br />
vera@field.io]]></description>
		<pubDate>Thu, 17 May 2012 09:57:44 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15479-houdini-fx-td-mocap-crowds-london-generative-design-studio/</guid>
	</item>
	<item>
		<title>particle and copy rotation</title>
		<link>http://forums.odforce.net/index.php?/topic/15474-particle-and-copy-rotation/</link>
		<description><![CDATA[I have a teapot and scattered point on there <br />
and send the points to POPNET.<br />
<br />
Give it a simple turbulence with force pop and the box rotation suddenly changes at frame 2 if the force activation frame is 1.<br />
How would I fix this rotate suddenly changing without blending it after?]]></description>
		<pubDate>Thu, 17 May 2012 06:01:27 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15474-particle-and-copy-rotation/</guid>
	</item>
	<item>
		<title>prim alpha on viewport</title>
		<link>http://forums.odforce.net/index.php?/topic/15478-prim-alpha-on-viewport/</link>
		<description><![CDATA[As we see the particle's color and alpha in viewport with adding partcle system to the points in sop,<br />
How do we see Alpha in viewport for Prim?<br />
<br />
Thanks,]]></description>
		<pubDate>Thu, 17 May 2012 05:29:04 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15478-prim-alpha-on-viewport/</guid>
	</item>
	<item>
		<title>HOT for h12</title>
		<link>http://forums.odforce.net/index.php?/topic/14987-hot-for-h12/</link>
		<description><![CDATA[HI,<br />
<br />
I don't know if it's on the way but since Houdini 12 is out i would be nice to have the HOT working this release.<br />
<br />
<br />
Thanks]]></description>
		<pubDate>Thu, 17 May 2012 03:34:58 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/14987-hot-for-h12/</guid>
	</item>
	<item>
		<title>File/Asset management diagram</title>
		<link>http://forums.odforce.net/index.php?/topic/15472-fileasset-management-diagram/</link>
		<description><![CDATA[I'm trying to document a file management/flow system for our pipeline. Can anyone sugest a diagram style, simple enough for artist and other non-tech people to understand?<br />
<br />
Looking at Astah (old Jude), I was thinking of maybe using a activities UML diagram. But if possible I'd like it to contain naming and versioning system represented.<br />
<br />
Can you guys share how are you doing this? Without breaking any NDA of course...<br />
<br />
Thank you!]]></description>
		<pubDate>Thu, 17 May 2012 01:47:43 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15472-fileasset-management-diagram/</guid>
	</item>
	<item>
		<title>H12 flip emitter rate?</title>
		<link>http://forums.odforce.net/index.php?/topic/15477-h12-flip-emitter-rate/</link>
		<description><![CDATA[I haven't been able to adjust the emission speed of a source volume node with H12 flips. <br />
<br />
The closest I can come is to scale the object down, but that obviously affects the size of the emission as well.<br />
<br />
Anybody figure out how to just slow the fluid emission?<br />
<br />
Thanks!]]></description>
		<pubDate>Thu, 17 May 2012 01:04:05 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15477-h12-flip-emitter-rate/</guid>
	</item>
	<item>
		<title>Snack Cake WIP</title>
		<link>http://forums.odforce.net/index.php?/topic/15476-snack-cake-wip/</link>
		<description><![CDATA[Hi!! <br />
<br />
This is a test that I have made to dig deep into the H12 FLIP workflow. <br />
<br />
Hope you like it. <br />
<br />
<a href='http://vimeo.com/42285647' class='bbc_url' title='External link' rel='nofollow'>http://vimeo.com/42285647</a>]]></description>
		<pubDate>Thu, 17 May 2012 00:56:03 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15476-snack-cake-wip/</guid>
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		<title>Activating RBD fracture pieces and using SOP point velocities</title>
		<link>http://forums.odforce.net/index.php?/topic/15475-activating-rbd-fracture-pieces-and-using-sop-point-velocities/</link>
		<description><![CDATA[I have 3 pieces in an RBD fracture object.  I have point velocities set in the SOP that work well when I use the 'inherit velocity from point velocity' flag.<br />
<br />
What I want to do now is trigger them one at a time.  I tried using a 'group' SOP and an animated box to make a changing active group and then using the 'RBD keyframe active' node to activate them.  This sort of works if I start them inactive, except all I can do is get them to fall once the become part of the group.  Unless they become active on the creation frame of the fracture object I lose the point velocities.  Is there a better way to do this?<br />
<br />
In the end I'd like to be able to have a path of 50 of these object that I activate following the animation of something else, and have them once activated use the point velocities on thier first frame.<br />
<br />
Thanks.]]></description>
		<pubDate>Thu, 17 May 2012 00:09:26 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15475-activating-rbd-fracture-pieces-and-using-sop-point-velocities/</guid>
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	<item>
		<title>Problem with Rendering Alpha</title>
		<link>http://forums.odforce.net/index.php?/topic/15473-problem-with-rendering-alpha/</link>
		<description><![CDATA[I have a particle sim in H12 with sphere's copied onto the particles and set up to fade in and out instead of appearing with full alpha. It shows up great in the viewport, but I can't get the alpha change to render. When I look at the alpha of the render, the spheres are solid white the entire time they exist. I tried fussing around with the gamma and gain but it didn't help at all so the render really isn't picking up on the change. Any ideas what I'm missing here?<br />
<br />
Thanks<div id='attach_wrap' class='rounded clearfix'>
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&nbsp;<a href="http://forums.odforce.net/index.php?app=core&module=attach&section=attach&attach_id=14417" title="">fireflies_v01.hipnc</a> <span class='desc'><strong>(340.3K)</strong></span>
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		<pubDate>Wed, 16 May 2012 23:25:41 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15473-problem-with-rendering-alpha/</guid>
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		<title>Houdini 13 Wishlist</title>
		<link>http://forums.odforce.net/index.php?/topic/15124-houdini-13-wishlist/</link>
		<description><![CDATA[Couldn't sleep so dreaming about the Houdini of the future...<br />
<br />
Hard to ask for anything more when you got everything you wanted in the last build, but...<br />
<br />
So I've been spending a lot of time building a giant interface, and it would be cool if the parameter interface could get a more advanced facelift. I can do many things with the parameter options they have now, but with the taste on the new ramp design I feel like they can do even more in a year or two for the next version. Many artist on a production will work with the same set of tool for a whole show, so yu want to build them something robust and graceful, and the parameter options are kind of cumbersome. If your lucky you can get three parameters across, ina area that could handle many more. Take for instance a single float channel, a slider always piggy backs after that, it would be cool to remove that and sandwich it between a series of buttons. Or make labels have better controls, for god sakes let me make something bold or italic, or even change the font per a tool. Or if I want a hidden label to appear make it so I can make it visually stand out. Also get a visually creative artist to design some creative and pleasant tools interfaces. Houdini is designed for easy interfacing with a vast array of pipelines, but it would be cool if on the surface level it has some more visual options to work with. I ain't asking for an H8 to H9 change just more options to work with.<br />
<br />
<br />
An array based vop sop that can be tied to multi-parm folder. The most important thing would be for this to be able to be hard coded in vex, so it can be compiled. This way I never have to worry about hard coding a certain number of options in vex/vops. If I want ten texture layers, or reflection layers I can have it.<br />
<br />
A library of production tested shader presets, and some simple textures to go with it. Mantra can be just as good as vray, and ental ray out of 3ds max if the was sought as important to do that. Out of the box I want to render a near photo-realistic car... I know you can do it, tell me how many button presses I need to make it happen, if I need more than fingers on my hand or a vray setup in maya then it's not worth it. This would not take away from the product at all.<br />
<br />
Out of the box I want to have a IBL studio light option. Go to HDR Labs make a deal and make the next evolution of the light that can be used to light my car out of the box. The ability exist and this should be standard. Modo does this ooo so good it hurts to think Houdini can't do it.<br />
<br />
An updated Houdini Exchange that's designed to make me think about going there first to get really cool stuff. Like a nice suite of tool, or shader sets. Kind of like mymentalray for shaders, but something of the html 5.0 generation. <br />
<br />
I'll wait for the OGL stuff to roll out some more before being to picky. But an old request to see more OGL vop shading ability would be cool. Steal some game engine level shading ability and put it in the interface for me to control. I spend my whole day looking at Houdini, some 20,000 hours a year, and I would like to design shaders that look just as cool in the viewport as at render time.<br />
<br />
Pretty much I want to make any tool in Houdini a visual pleasure for the artist to work with, and the relative ease to work with it be awesome. Thank you so much SideFX for everything you done so far, and I can't wait for the next generation.]]></description>
		<pubDate>Wed, 16 May 2012 21:16:08 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15124-houdini-13-wishlist/</guid>
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	<item>
		<title><![CDATA[maya&#62;houdini]]></title>
		<link>http://forums.odforce.net/index.php?/topic/15468-mayahoudini/</link>
		<description><![CDATA[Hi guys <br />
i started learning 3D with maya software now am learining Houdini<br />
can any one help me how  can i integrate both the softwares and in what situation  i should <br />
try to integrate between these to softwares , <br />
<br />
and  it would be a great help if any body guides me to the tutorials for maya and houdini integration<br />
<br />
thank u]]></description>
		<pubDate>Wed, 16 May 2012 18:59:53 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15468-mayahoudini/</guid>
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		<title>Render Artifacts</title>
		<link>http://forums.odforce.net/index.php?/topic/15470-render-artifacts/</link>
		<description><![CDATA[Hi.<br />
<br />
Every time I render something I get those ugly artifacts that you can see on attached pictures. At first I thought that this is because of badly modeled geometry, but this is not the reason. This model on picture is made from one piece rotated around, so if it was broken, each piece should get the same artifacts. <br />
<br />
They show quite randomly, but only on completely FLAT surfaces on geometry that have added "polygons as subdivision" attribute. I can take simple tube, scale one end, cap it, add bevel to maintain shape and flag it with "polygons as subdivision" and in the render I get completely clean render everywhere beside this caped, flat place. <br />
<br />
What's the problem ? <br />
<br />
If I add Subdivide node on the end, bump it sometimes even to 2,  it helps, but then it makes no sense to use "polygons as subdivision". It happens in all modes in H12 and H11 - Micropoly, Raytracying, PBR. I don't get it only in MicroPoly mode in H10, but in PBR it shows.<br />
<br />
BTW. Mantra is the only renderer out there that produces those artifacts with this geometry. MR, Modo, Vray - all renders clean geometry.<br />
<br />
Help !<br />
<br />
<a class='resized_img' rel='lightbox[95349]' id='ipb-attach-url-14412-1337284001-1' href="http://forums.odforce.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=14412" title="render_artifacts.jpg -  356.57K,  40"><img src="http://forums.odforce.net/uploads/monthly_05_2012/post-7494-133718230507_thumb.jpg" id='ipb-attach-img-14412-1337284001-1' style='width:256;height:157' class='attach' width="256" height="157" alt="" /></a>]]></description>
		<pubDate>Wed, 16 May 2012 17:47:17 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15470-render-artifacts/</guid>
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		<title>Axis Animation hiring Houdini VFX artists</title>
		<link>http://forums.odforce.net/index.php?/topic/15471-axis-animation-hiring-houdini-vfx-artists/</link>
		<description><![CDATA[Axis Animation, based in Glasgow, Scotland, have been involved in the creation of multiple Award winning animations for some of the world’s leading entertainment companies including Sony, Microsoft, Activision and Warner Bros. Specialising in creation of stunning CG content for games cinematics, commercials for broadcast and content for online, Axis are looking to hire experienced Houdini VFX TDs for a variety of projects.<br />
<br />
Description:<br />
<br />
Tasks will include building Houdini VFX assets/tools to create an array of realistic VFX set-ups, implementing them on specific shots, providing compositors with both test and final renders of the elements. An added bonus would be the ability to composite VFX renders within fusion. <br />
<br />
Candidates are required, and must be eligible at time of application, to work onsite in Glasgow, starting mid June for a duration of up to 6 months.<br />
<br />
Axis are looking for a team player who shows initiative, has the ability to think outside the box, someone with problem solving skills and a general understanding of the production pipeline. With such skills the candidate should be able to conceptualise, present, and execute ideas within a tight production schedule.<br />
<br />
<br />
Responsibilities:<br />
•	Design and create realistic particle FX using sprite/volumetrics rendering techniques and houdini/maya particle systems.<br />
•	Create dynamic or rigid body simulations.<br />
•	(Possibly) create tools, utility scripts, exp<b></b>ressi&#111;ns and other digital assets to streamline the setup process and achieve the desired look.<br />
•	Be responsible for producing the final looks of VFX sequences, including integration with other CG elements.<br />
•	Work with production management to prioritise tasks.<br />
•	Keep CG Supervisor informed of progress, changes and other critical issues.<br />
<br />
Requirements:<br />
•	Tool development experience.<br />
•	Procedural shading and scripting.<br />
•	Previous experience in FX look-development in film, game cinematics or animated features.<br />
•	In depth knowledge of Houdini VFX and particle tools, with at least 2+ years of production experience.<br />
•	Experience rendering with Houdini/MANTRA essential.<br />
•	Experience in MEL, Python or HScript would be beneficial but not essential<br />
•	Some compositing experience, preferably Fusion.<br />
•	Ability to integrate into existing pipeline infrastructure.<br />
•	The ability to support oneself and take initiative.<br />
•	Excellent attention to detail, both artistic and technical.<br />
•	Proven ability to multi-task, prioritise and problem-solve, both individually and as part of your function as a team member.<br />
•	Ability to communicate and interact positively in a collaborative group environment.<br />
•	Candidates require a degree level qualification and 3 years work experience within the industry<br />
•	If candidates do not possess a degree, 5 years production experience is required.<br />
•	Degree and work experience requirements may be waived if candidates can show exceptional skills.<br />
<br />
Please apply via jillwallace@axisanimation.com including your reel and shot breakdown.<br />
Be sure to include “ Houdini VFX  Application ” in the subject line<br />
<br />
<a href='http://www.axisanimation.com' class='bbc_url' title='External link' rel='nofollow'>http://www.axisanimation.com</a>]]></description>
		<pubDate>Wed, 16 May 2012 17:02:54 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15471-axis-animation-hiring-houdini-vfx-artists/</guid>
	</item>
	<item>
		<title>Rigging a book</title>
		<link>http://forums.odforce.net/index.php?/topic/15467-rigging-a-book/</link>
		<description><![CDATA[Hi there,<br />
<br />
I´m researching a bit on how could I rig a book.<br />
<br />
I found some interesting articles, such as <a href='http://redesigndavid.com/9616/2010/09/23/rigging-a-book-part-1/' class='bbc_url' title='External link' rel='nofollow'>this one</a>.<br />
Most of them use bones, or joints or sonmething similar for the pages turn.<br />
<br />
I think, there should be a way to get an edge on this workflow using Houdini. I´m thinking on animating curves and THEN extruding them to create pages, for instance. This kind of tricks that are unique to us.<br />
From the above tutorial I see that a deforming geometry could be used effectively for the thick of static pages. I´m still wondering the best ways to deal with a lot of flipping pages.<br />
<br />
Any ideas, I might be overlooking so far?]]></description>
		<pubDate>Wed, 16 May 2012 15:55:26 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15467-rigging-a-book/</guid>
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	<item>
		<title>Facial rigging quick questions.</title>
		<link>http://forums.odforce.net/index.php?/topic/15469-facial-rigging-quick-questions/</link>
		<description>hi, i just wanna know which operators are involved or which operators are the most apropiate for facial rigging, thanks,  just wanna some direcctions on this matter.</description>
		<pubDate>Wed, 16 May 2012 15:20:47 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15469-facial-rigging-quick-questions/</guid>
	</item>
	<item>
		<title>PBR Attenuation in Glass Hack</title>
		<link>http://forums.odforce.net/index.php?/topic/7939-pbr-attenuation-in-glass-hack/</link>
		<description><![CDATA[Hey all,<br />
<br />
Unfortunately depth attenuation in the Trace VOP doesn't work in PBR. In case anyone ever needs depth attenuation in glass in PBR, I use this cheap hack: I modified the glass material to include a gather loop that returns the depth of the glass at a sampling point, and I mix in the attenuation color with the refraction depending on that depth.<br />
<br />
Limitations are mainly backlighting and the incredibly cheap VOP hackery  <img src='http://forums.odforce.net/public/style_emoticons/default/smile.gif' class='bbc_emoticon' alt=':)' />.<br />
<br />
<a class='resized_img' rel='lightbox[52993]' id='ipb-attach-url-5674-1337284001-11' href="http://forums.odforce.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=5674" title="glass_attenuation_pbr.jpg -  85.78K,  481"><img src="http://forums.odforce.net/uploads/monthly_10_2008/post-1116-1223898867_thumb.jpg" id='ipb-attach-img-5674-1337284001-11' style='width:256;height:192' class='attach' width="256" height="192" alt="" /></a><br />
<br />
cheers,<br />
Abdelkareem<div id='attach_wrap' class='rounded clearfix'>
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&nbsp;<a href="http://forums.odforce.net/index.php?app=core&module=attach&section=attach&attach_id=5675" title="">pbr_cheap_att.hipnc</a> <span class='desc'><strong>(768.69K)</strong></span>
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		<pubDate>Wed, 16 May 2012 11:35:38 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/7939-pbr-attenuation-in-glass-hack/</guid>
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		<title>Setting the creation frame of a point to an attribute</title>
		<link>http://forums.odforce.net/index.php?/topic/15312-setting-the-creation-frame-of-a-point-to-an-attribute/</link>
		<description><![CDATA[Hi,<br />
<br />
I have an object which has changing topology (its growing). I want to use points of this object as template of a copy sop. Then I am trying to use stamping on my instance object which will drive a timeshift sop. The problem is, I cant find a way to get the creation frames of each point of my reference geometry and create a custom attribute from this.<br />
<br />
Does anyone have an opinion about how can I do that?<br />
<br />
Thanks in advance..]]></description>
		<pubDate>Wed, 16 May 2012 05:30:46 +0000</pubDate>
		<guid>http://forums.odforce.net/index.php?/topic/15312-setting-the-creation-frame-of-a-point-to-an-attribute/</guid>
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