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.
Good question ! theoretically you can use in a (point context) wrangler : setprimintrinsic(0, "pivot", @ptnum, set(6,6,6) ); But that will move your geometry and update your "packedfulltranform" attributes into the inverse of your new pivot offset. >> If you import an alembic from Maya you get the same values on : - Point Position - intrinsic "packfulltransform" - intrinsic "pivot" >> If you export an alembic from houdini /out on which you animated objects nodes on the /obj level you get the same behaviour as the above, all attributes are updated in same manner. >> But if you have 1000 objects inside an object node and you want to tweak and set correct "packedfulltransform" + "pivot" + having the correct translation on your points, you will find out that there is some secret magic that takes : the "pivot" and tries to compensate on the point position and packedfulltransform matrix ? one to the other every time you change something . (and of course updating the packedfulltransform) -- It would be great if someone could tell us, how intrinsics update exactly ? -- Is there a way to set your own pivots that follow your pack object ? -- The "centroid" option on the "pack" node looks like the correct thing (gives you an animated intrinsic:pivot ), is there a way that can be initialized with an offset ? -- Using "origin" option on the pack node gives you 0 values on pivot, packedfulltransform and point P, but the object still moves in the viewport (voodoo?), does that mean there are other attributes that are not exposed to the user ? Thank you , Best!