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Showing content with the highest reputation on 05/01/2018 in all areas

  1. So basicly you want to bend the curve? When you try to do it on a per point basis the surrounding points will work on "old" positions and they will not get the updated position. You need to rotate all your points from the first point, then the first point is free, and then you start with all the points from the second one and so on. And all the affected points needs to know where the new location of the "parent" is. Its easiest to do this per primitive, since one curve is a prim. Heres an example of how i would do it. Odf_Example_fix.hipnc
    3 points
  2. im not familiar with @opinput1_"variable" syntax, but it seems like i points to the same pointnumber as itself. So since you only have one point i input number two, the only point that finds anything is point number one on your mesh. I dont know the endgoal here, but if you want to access the "colors" array on point 0 on all your points, you can write it like this. vector array[] = point(1,"colors",0); @Cd = array[@ptnum];
    1 point
  3. That's a great new feature. Far less elaborate than before. So, now as long as you set the initial state to active 0 and animated 1, you can switch to active at any time, turn off animated via attribute transfer in SOPS and the objects will inherit velocity at any frame. test_active_velocity5.hipnc
    1 point
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