Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

polvy

Members
  • Content count

    11
  • Joined

  • Last visited

Community Reputation

4 Neutral

About polvy

  • Rank
    Peon

Personal Information

  • Name pol
  1. Wow! Solved! But i'm wondering how "animStore" expression keeps and transfers moving points to shattered geometry so efficiently. I've never seen anything like this before, very clever.
  2. I tried already, fixes the problem but not 100% accurate.
  3. I'll try it, thanks!
  4. I was afraid that the solution was this because I find it terribly slow,I suppose I'll have to send fractured geometry to Maya, re-animate and save the Alembic again with the animation of the shattered character...(sorry for bad english). Thank you so much anyway
  5. Hi there! I'm afraid I forgot something simple here, because there is no way I can transfer shatter to a moving object (in this case a walking biped ). I know that best way is to shatter before apply movement but in this case I'm working on an Alembic file so there is no option here. I attach a simplified version of my problem, hope you guys can solve it, thanks! dynamicShatterTransfer.hip
  6. Glad you like it, thank you. I'll do it.
  7. Thank you, I appreciate your comments and I think you're right on this point. If I ever have time to rebuild this project I'll do the camera change.
  8. Hi! Just want to share my last work, a magic reconstruction of a world globe. It contains DOP sop solver, smoke by color, advection by smoke and fog, basically. Hope you like it. Pol https://vimeo.com/207149300 Job searching as vfx generalist. https://vimeo.com/polvilla particles.mov
  9. Ok i found the solution, i was trying to unwrap after the cache simulation. I resimulate again and applied the unwrap before and no problem this time. So I asume that it has to be done always before saving cache files.. Thanks!
  10. You're right, i'm sorry that's not exactly my problem, I just made a scene more reliable. UV_Problem.hiplc
  11. Hi! I don't know how to solve a simple UV problem, I created a basic file where i can recreate my case. I just want to get UV's sticked to the geometry, even if there is a rotation or gets partialy deleted. I tried using Vertex Sop for MAP matching, but no results. Can you help me? Thanks! UV_Problem.hiplc