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j00ey last won the day on August 23 2015

j00ey had the most liked content!

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  1. Has something changed with the new H16 mat way of doing displacement that would cause problems with point cloud lookups? I have a shader [a modified classic shader] in which I'm looking up a point cloud to get some wetness and colour attributes and it works fine without displacement. As soon as I switch that part on though, all the wetness etc vanishes. I'm sure when I've done this before it just worked but I'm clearly missing something. I'm transforming global P from current to object space to do the pc lookup, I don't recall having to do any compensation there for the fact that the geo is displaced. Does anyone have any pointers..?
  2. Ah yes thanks! I was looking at the Geometry but of course until you set a value manually, there's nothing there. Much appreciated.
  3. I see - I just tried setting it with a quaternion and it's doing something! Thanks very much for the pointer. Where do you see that in the spreadsheet though to be able to tell you have to set it with a quaternion instead of a vector?
  4. Ah thanks - that's interesting, I'll try that. But on initial inspection, my goal_twist_angle etc attribs aren't converted to quaternion. Where are you seeing that happening?
  5. Well I'm actually not trying to achieve anything in particular, I'm learning some RBD stuff, specifically constraints and was looking into the cone twist. I think it may be a new thing but it does now have a motor capability and it does work globally [to be honest I'm still trying to understand what it's really doing] but per-constraint doesn't. I just copied the name from the related param field in the same way you can find the names like goal_twist_axis etc and indeed i@motor_enabled works but I couldn't work out the motor_target.
  6. Hi I'm having a problem with a cone twist constraint network. I'm setting all the axes per constraint in SOPs (goal_twist_axis, constrained_twist_axis etc) and I wanted to set the motor_target values inside a SOP solver in my DOP network but it's just not doing anything. I can set motor_enabled and that works fine. I've tried v@motor_target, v@motor_targetr, f@motor_targetry, nothing gets picked up. I can't find anything in the docs or online... Any ideas?
  7. Export animation data to JSON

    @f1480187's method is indeed much cleaner. Here's an updated file in case it's useful. basic_json01.hip
  8. Export animation data to JSON

    Thanks very much for the tip, I will look at that.
  9. Export animation data to JSON

    I made you a basic file to start you off - I'm not very advanced in python myself so don't take this as the proper way to do something, it's just a way... If you open a python shell and click on the 'Print JSON' button, you should get some JSON printed out. Look in the python module of the asset to see how it's set up. basic_json.hip
  10. Export animation data to JSON

    It depends on what the software you're reading it back in with wants. I was writing it out for a custom renderer so the developer gave me a template to use as a guide and I matched that, filling in the data from geometry attributes and transforms etc. I guess if you just want translation, rotation etc you can use worldTransformAtTime() to get the transformation matrix at a given frame, then use extractTranslates(), extractRotates() to get the values for each frame [or time step] that you want to sample. Check how the reader expects your JSON to be formatted and match that - eg [if my memory serves] I had to write the point positions as one long array of comma separated values that the reader parses in groups of 3 [x, y, and z], so that meant looping through the points, getting the positions, stripping off the brackets, appending to the array then putting square brackets around the array. The site I posted last time was very useful for checking I hadn't missed a comma or bracket somewhere. If you have experience with python I think it should be fairly straightforward, if not [like me] use the docs...
  11. Export animation data to JSON

    I've just been working on an exporter to write out geometry descriptions and animation data for a realtime renderer and found it was quite manageable using python, the thing that can get tricky to get right is the formatting - square brackets, curly brackets, commas etc. This site might come in very handy for checking your output : jsonlint.com
  12. wedge rop doesn't wedge properly

    Sorry, I hadn't noticed before but I think you just need to turn on 'Initialise Simulation Ops' on the Geometry ROP. I just tested it and it came out as expected.
  13. wedge rop doesn't wedge properly

    I can't see anything set wrongly in your wedge ROP. Did you try turning off caching on your DOP network then running the wedge?
  14. Calculate perpendicular vector

    I don't have that particular file to hand any more but I made you a file to demonstrate an easier method. If you take the dot product of the normalized vector P0->P1 in the drawing above, and the UNnormalized vector P0->P2 that will give you the magnitude of the vector in the (normalized) direction P0->P1 that the perpendicular projection point is. That's probably a bit garbled but if you look at the file I hope it will make sense... projection.hip
  15. Disable when doesn't work for handles it seems - unless my . I'm not talking about parameters, I want to hide a handle.